Jump to content
  • Advertisement

Archived

This topic is now archived and is closed to further replies.

Leyder Dylan

Slug Production : Per Pixel Lighting demos released

This topic is 5391 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Slug Production has released 8 demos using Per Pixel Lighting. Every demo has been released with the source code. There are 2 sections for lighting a scene. 1. Section : Per Pixel Lighting using a 2D Texture Here''re the 4 differents demos for the Per Pixel Lighting - ARB Vertex Program - Dynamic LightMapping - NVIDIA Vertex Program - NVIDIA Vertex Program with Register Combiners 2. Section : Per Pixel Lighting using a 3D Texture Here''re the 4 differents demos for the Per Pixel Lighting - ARB Vertex Program - Dynamic LightMapping - NVIDIA Vertex Program - NVIDIA Vertex Program with Register Combiners ======================== Leyder Dylan (dylan.leyder@slug-production.be.tf http://www.slug-production.be.tf/

Share this post


Link to post
Share on other sites
Advertisement
Pop up ? Just use a firewall and the problem will be solved.

========================
Leyder Dylan (dylan.leyder@slug-production.be.tf
http://www.slug-production.be.tf/

Share this post


Link to post
Share on other sites
I didn''t have the time to spend on OpenGL coding, so I didn''t really keep myself up to date with forums and what''s new on this ''scene'' of sorts. I''ve been so busy lately with other coding projects, such as my MUD etc.

Back on topic though, Despite the hefty amount of pop-ups the slug productions site has, they have quite a bit of useful content for newbie coders such as myself. *thumbs up*

-- Xeno Zohar

Share this post


Link to post
Share on other sites
Hey Leyden...
On your website you have a .T3D converter.

I was wondering what are the .T3D files ??? Doesn't UnrealEd compile into .unr ???

Thanx in advance

______________________________________


[edited by - snisarenko on October 15, 2003 1:02:39 PM]

Share this post


Link to post
Share on other sites
In fact, a T3D file is he ASCII version of a .unr file.

It contains (I''m not sure) the same than in a .unr file.

Here''s a T3D file :

quote:

Begin Map
Begin Actor Class=LevelInfo Name=LevelInfo0
TimeSeconds=18.379370
Summary=LevelSummary''MyLevel.LevelSummary''
bHighDetailMode=false
PathsRebuiltStamp=4
CameraLocationDynamic=(X=-545.291016,Y=399.383209,Z=75.599960)
CameraLocationTop=(X=-839.669067,Y=789.458740,Z=53294.289063)
CameraLocationFront=(Z=11200.000000)
CameraRotationDynamic=(Yaw=48464)
ObjectPoolPrecacheList(0)=(ObjectClass=Class''Engine.ShadowBitmapMaterial'')
PathSizes(0)=(Height=20.000000,Radius=20.000000)
PathSizes(1)=(Height=32.000000,Radius=28.000000)
PathSizes(2)=(Height=54.000000,Radius=28.000000)
PathSizes(3)=(Height=70.000000,Radius=34.000000)
PathSizes(4)=(Height=70.000000,Radius=40.000000)
PathSizes(5)=(Height=70.000000,Radius=60.000000)
PathSizes(6)=(Height=96.000000,Radius=60.000000)
PathSizes(7)=(Height=100.000000,Radius=80.000000)
PathSizes(8)=(Height=100.000000,Radius=100.000000)
PathSizes(9)=(Height=100.000000,Radius=120.000000)
bNetDirty=true
Tag=LevelInfo
Level=LevelInfo''MyLevel.LevelInfo0''
Region=(Zone=LevelInfo''MyLevel.LevelInfo0'',iLeaf=-1)
PhysicsVolume=DefaultPhysicsVolume''MyLevel.DefaultPhysicsVolume2''
UseReticleOnEvents(0)="UseReticleText"
UseReticleOnEvents(1)="UseReticleCorners"
UseReticleOnEvents(2)="UseReticleTopBars"
ProximityReticleOnEvents(0)="ProximityReticleCorners"
ProximityReticleOnEvents(1)="ProximityReticleTopBars"
Name=LevelInfo0
End Actor
Begin Actor Class=DefaultPhysicsVolume Name=DefaultPhysicsVolume2
Priority=-1000000
bNoDelete=true
bNetDirty=true
LastRenderTime=18.379370
Tag=DefaultPhysicsVolume
Level=LevelInfo''MyLevel.LevelInfo0''
Region=(Zone=LevelInfo''MyLevel.LevelInfo0'',ZoneNumber=1)
PhysicsVolume=DefaultPhysicsVolume''MyLevel.DefaultPhysicsVolume2''
PrimaryStaticLight=Light''MyLevel.Light0''
UseReticleOnEvents(0)="UseReticleText"
UseReticleOnEvents(1)="UseReticleCorners"
UseReticleOnEvents(2)="UseReticleTopBars"
ProximityReticleOnEvents(0)="ProximityReticleCorners"
ProximityReticleOnEvents(1)="ProximityReticleTopBars"
Name=DefaultPhysicsVolume2
End Actor
Begin Actor Class=Brush Name=Brush3
CsgOper=CSG_Subtract
MainScale=(SheerAxis=SHEER_ZX)
PostScale=(SheerAxis=SHEER_ZX)
bNetDirty=true
LastRenderTime=18.379370
Tag=Brush
Level=LevelInfo''MyLevel.LevelInfo0''
Region=(Zone=LevelInfo''MyLevel.LevelInfo0'',ZoneNumber=1)
PhysicsVolume=DefaultPhysicsVolume''MyLevel.DefaultPhysicsVolume2''
Location=(Y=-16.000000,Z=96.000000)
Begin Brush Name=Model4
Begin PolyList
Begin Polygon Texture=Egypt/Paver2
Origin -01280.000000,-01280.000000,-00064.000000
Normal +00000.000000,+00000.000000,-00001.000000
TextureU +00001.000000,+00000.000000,+00000.000000
TextureV +00000.000000,-00001.000000,+00000.000000
Vertex -01280.000000,-01280.000000,-00064.000000
Vertex -01280.000000,+01280.000000,-00064.000000
Vertex +01280.000000,+01280.000000,-00064.000000
Vertex +01280.000000,-01280.000000,-00064.000000
End Polygon
End PolyList
End Brush
Brush=Model''MyLevel.Model4''
PrePivot=(Y=-16.000000,Z=32.000000)
PrimaryStaticLight=Light''MyLevel.Light0''
UseReticleOnEvents(0)="UseReticleText"
UseReticleOnEvents(1)="UseReticleCorners"
UseReticleOnEvents(2)="UseReticleTopBars"
ProximityReticleOnEvents(0)="ProximityReticleCorners"
ProximityReticleOnEvents(1)="ProximityReticleTopBars"
Name=Brush3
End Actor
Begin Actor Class=Light Name=Light0
bNetDirty=true
LastRenderTime=18.379370
Tag=Light
Level=LevelInfo''MyLevel.LevelInfo0''
Region=(Zone=LevelInfo''MyLevel.LevelInfo0'',ZoneNumber=1)
PhysicsVolume=DefaultPhysicsVolume''MyLevel.DefaultPhysicsVolume2''
Location=(X=-639.188416,Y=2.689304,Z=66.279945)
PrimaryStaticLight=Light''MyLevel.Light0''
UseReticleOnEvents(0)="UseReticleText"
UseReticleOnEvents(1)="UseReticleCorners"
UseReticleOnEvents(2)="UseReticleTopBars"
ProximityReticleOnEvents(0)="ProximityReticleCorners"
ProximityReticleOnEvents(1)="ProximityReticleTopBars"
Name=Light0
End Actor
Begin Surface
End Surface
End Map



On my website, "Documents" section ther''s an article about T3D file.

If you want more informations, feel free to contact me.



========================
Leyder Dylan (dylan.leyder@slug-production.be.tf
http://www.slug-production.be.tf/

Share this post


Link to post
Share on other sites
Thanks.

The version 0.6 is old so please wait a moment for the new one. I''m working on the Lighmapping automatic generation and I need to fix some stuffs.

So, the 0.7 has changed, new interface (windows style), new features, ...



========================
Leyder Dylan (dylan.leyder@slug-production.be.tf
http://www.slug-production.be.tf/

Share this post


Link to post
Share on other sites
LordXeno,

Can you tell me wich of these 2 links produce f... pop up ?

http://www.slug-production.be.tf/



http://users.skynet.be/fa550206/Slug-Production/Index.htm



========================
Leyder Dylan (dylan.leyder@slug-production.be.tf
http://www.slug-production.be.tf/

Share this post


Link to post
Share on other sites

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!