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Old 08-28-2008, 07:13 AM   #21 (permalink)
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Quote:
Originally Posted by deejee View Post
Just to be sure, does this mean there is no final rendered image, only a real-time screen grab so to speak?
Quote:
Originally Posted by doylle View Post
Yup, exactly.

Just a note to any blender users, blender now supports real-time shaders (normal maps etc.) using GLSL in the viewport, however you must use a recent apricot build from graphicall.org
(e.g Blender-2.47 SVN 16253 - Apricot - GraphicAll.org)
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Old 08-28-2008, 09:01 AM   #22 (permalink)
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Hmm this is cool, you're free to do as you want themewise. I really wanna try entering if it's possible with my holidays and so.

edit: oh oh, I have a question: can you have a special, secondary UV-mapping on another channel for your shadow-mapping (not exceeding 2048)? the best mapping for diffuse and so isn't the best for shadowmaps I think.

Last edited by Xoliul; 08-28-2008 at 09:05 AM.
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Old 08-28-2008, 09:22 AM   #23 (permalink)
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Addi: Concerning the character, I have no idea really. But about the shadow part, instead of modeling something to cast shadows and including it in the tri-limit, how about modeling it, rendering out your shadowmap, removing the model, and voila, you still got the shadow

Xoliul: I don't see why that should be a problem, yet, I don't set the rules though
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Old 08-28-2008, 09:48 AM   #24 (permalink)
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Quote:
Originally Posted by Xoliul View Post
oh oh, I have a question: can you have a special, secondary UV-mapping on another channel for your shadow-mapping (not exceeding 2048)? the best mapping for diffuse and so isn't the best for shadowmaps I think.

yes you can. , as long as your shadow maps don't exceed the given specs

@ addi: you can add legs, they will be nothing more than props in you scene. . You can also use a mesh to cast shadows if it's included in the given specs.

Last edited by doylle; 08-28-2008 at 09:51 AM.
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Old 08-28-2008, 10:31 AM   #25 (permalink)
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So if I've understood the texture limitations correctly, the total texture size used can not go above 2048x2048 pixels?



So this would be allowed?
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Old 08-28-2008, 10:45 AM   #26 (permalink)
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you can use 2 sheets of 2048 * 2048 (so, 2048 * 4096 in total). Your image is a nice representation of how one can split his space though, I'll add it to the start post
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Old 08-28-2008, 12:32 PM   #27 (permalink)
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really great comp, and I´m in!
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Old 08-29-2008, 07:59 AM   #28 (permalink)
New Artist
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hi

just a simple question what is BSP brush... is it Boolean in 3d software..

I am new to this line and want to take part but i dont know any game engine, so what i should do for rendering part. I know max and maya or it is good if I use any game engine

thanks
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Old 08-29-2008, 08:38 AM   #29 (permalink)
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In the simpliest way its a solid object that you create in Level Editor of engines such as Source or UE3. This regulation is propably there to ensure that everything in your scene is modelled using 3D app and there is no cheating on tri counts.

As for rendering your scene, you might think about using UE3 (UT3, GOW) or CE2 (Crysis) for example, they both give great deal of materials and rendering in realtime. I would also list source there but as there is no brushes allowed i think it wouldn't work
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Old 08-29-2008, 09:30 AM   #30 (permalink)
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hi...
thanks for reply can u tell me where i get UE3 or CE2 u can reply on my mail (vikas.3d@gmail.com) if u want
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