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| Shadow ( Big Level) | |
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| Tweet Topic Started: Nov 17 2007, 09:06 PM (485 Views) | |
| Mauro | Nov 17 2007, 09:06 PM Post #1 |
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DirectX - WinAPI Programmer
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Hi, i'm using stencil shadow, they work realy good but my level is too big and i loss lot of fps ( the level obj have- receinve all the shadow (his shadow too)) i use the LOD but i got lot of error in shadow (all confused) what i can do? |
| Programming c++ and directx | |
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| Bami | Nov 17 2007, 09:14 PM Post #2 |
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Guess the character, win a prize
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Use proper grammar. Or, pre-calculate shadows on your level, and use that as a lightmap. |
Here are the thrill seekers, corrupt and immoral.
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| Mauro | Nov 17 2007, 09:19 PM Post #3 |
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DirectX - WinAPI Programmer
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Sorry i'm italian i'm bad in english btw i tryed to use lightmap but with bad result (i don't know how use)
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| Programming c++ and directx | |
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| Despellanion | Nov 17 2007, 09:54 PM Post #4 |
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Forum God
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That's not cool. Remember that not everyone in this community is speaking english natively, I am one of them. Try answering their questions in the best way you can, in a proper maner, without making unnecessary remarks on their language. Everyone should feel welcome without being ashamed of their skills in english. Thanks. |
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| MysteriXYZ | Nov 17 2007, 10:31 PM Post #5 |
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Master Matrix Masher
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Yes, I fully agree. This is not the first time that this member has been told to improve on his English, and I'm getting slightly sick of these kinds of remarks. This is NOT a grammar school, and as long as members can get their general idea across, that will already be sufficient. If you want others to improve their English grammar, then ask yourself: how good is your Italien, your Swedish, your Portuguese, Chinese, etc. etc. And even if you are perfectly fluent in all of these, that's still not a reason to bash on other people! And to all of those whose first language is not English: please, STOP apologizing! The better you can express yourself, the easier it is for us to help you, of course, but learning a foreign language is not always easy, so there's no need to feel inferior. Okay, now let's get back on topic ;). |
| U3D is like candy; after extensive consumption, it's Best to brush. | |
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| Samuraikill | Nov 17 2007, 10:59 PM Post #6 |
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Elite Member
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Lol
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| MysteriXYZ | Nov 17 2007, 11:14 PM Post #7 |
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Master Matrix Masher
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Have you tried CreateShadowOptimizedGeometry(...)? If that still doesn't work, you might have to manually adjust the mesh in a modelling program. |
| U3D is like candy; after extensive consumption, it's Best to brush. | |
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| Bami | Nov 18 2007, 12:20 AM Post #8 |
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Guess the character, win a prize
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I wouldn't dare posting in an Italian, Swedish, Portuguese, Chinese etc etc forum. It's not bashing, but is a trip down Babel fish lane too much to ask? People usually post questions in weird constructions (due to translation errors), but most of the time, there isn't anything in their post on which you can find a problem. First step is using a proper way to describe the problem, so "Improve your grammar" is definitely part of the solution. I got a vague idea of what he was doing, but a lot of info is missing. What is casting shadows. The level itself? Or is another object casting shadows on the level? How many lights are there in the scene casting shadows?
Thats translated from Babelfish, now thats, with some minor errors, pretty readable. If anybody didn't notice, I'm not an English native speaker, so yeah, I'm not some random fag 14 year old Britfag who bashes people for fun. Anyways, Mauro, why did you get bad results with shadow mapping? What programs did you use? Maybe post a executable or picture or something to let us see what the problem exactly is? |
Here are the thrill seekers, corrupt and immoral.
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| Mauro | Nov 18 2007, 01:23 PM Post #9 |
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DirectX - WinAPI Programmer
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Thx
For the lightmaps is this the problem, i don't know how create
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| Programming c++ and directx | |
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| Bami | Nov 18 2007, 03:18 PM Post #10 |
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Guess the character, win a prize
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What modeling program do you have? |
Here are the thrill seekers, corrupt and immoral.
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| Mauro | Nov 18 2007, 10:04 PM Post #11 |
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DirectX - WinAPI Programmer
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anim8or - 3ds stuodio max 9 but i use anim8or the other is too hard |
| Programming c++ and directx | |
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| abacus | Nov 18 2007, 10:23 PM Post #12 |
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Elite Member
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an8 for the win! |
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| skarik | Nov 19 2007, 05:20 AM Post #13 |
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kitten eating scum
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For lightmaps in 3dsmax 9, press 0, as in the number. A Render to Texture dialogue should pop up. Have Bami help you from there, as he deserves it. |
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| silverfire56 | Nov 19 2007, 08:06 AM Post #14 |
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Forum God
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are you updating your shadows every step? that would drop frames like a brick |
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| Bami | Nov 19 2007, 12:31 PM Post #15 |
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Guess the character, win a prize
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What? I'm not obliged to do anything. But since I'm a nice guy. I don't know if you can export from max with two different UV sets, I'll get into that later. Indeed. You have to press 0, but first, you need to set all your lights to render shadows. You can do this by selecting them, and then going to the modifier stack, and under shadows select "on", and then select ray-traced shadows in the drop-down menu. After you're done, just render the scene in specific points to see if your shadows are coming up correctly. Now is a good time to save your scene, and name it something like blah-prelightmap.max. Now, select all objects you want shadowmaps for, press 0. In the render-to-texture dialog, Under Mapping coordinates, select Use Automatic Unwrap, Channel number 2, scroll a bit down, select Add, Select Shadows Map, select Diffuse Color as target map slot, chose an appropriate size for the shadows map (depends on the size of the map, bigger objects require bigger or more shadow maps). When done, render and save the map somewhere, now export all your objects with an exporter that can handle more then 1 UV map, something like .x. |
Here are the thrill seekers, corrupt and immoral.
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(i don't know how use)
9:10 PM Jul 11