Lighting in CE3 is definitely something you need to really dig into. not just for the visuals, but also the performance pain... those things get extremely expensive, very fast.
its even worse when your entire level is made of a black metal ![]()
Lighting in CE3 is definitely something you need to really dig into. not just for the visuals, but also the performance pain... those things get extremely expensive, very fast.
its even worse when your entire level is made of a black metal ![]()
Quote from e-freaknot sure if it makes much sense (as it would be very expensive) but couldn't you just duplicate the faces (at least in the AO relying areas) and apply a different Sub-Material/Shader to those faces using the Decal flag in CryEngine? Those pieces could have a different UV-Layout and you could basically just have a black texture with the AO render in the Alpha-Channel
you could yeah but thatd def be really expensive lol
Agree with HP
i bake AO into vertex with radiosity in max before cryengine 3 importing on all of my assets because the real-time solution just isn't good enough. I'd love to have a light map solution for baking AO. And even more so, lightmaps give you greater fidelity when dealing with different shadow sizes. CryENGINE handles shadow size<->source object distance better than any real time solution i've ever seen.. but baked shadows can be way better. The trade off is texture memory (to a degree, at a certain point, real time shadows cost just as much memory).
I'd just like AO baked lightmaps, is all. they look better. Unfortunately CE3 doesn't support 2nd uvw channels ![]()
Can we use this on Commerical projects if we submit it to your 'work pimping' section ![]()
usually beta licenses are MEH. I don't have time to do anything in my spare time because my company is my spare time ;o
yeah that handplane thing not xnormal, were running into a situation where we can't have pretty much any tangent space errors so tools like that can help ![]()
anyways, don't mean to derail the topic!
Quote' timestamp='1354046834' post='317759']
Isn't that what this http://www.polycount.com/forum/showthread.php?t=108744 is aiming to fix?
No, not fix, that app tries to go around the problem. You bake your normal as object space and that app will render the tangent space version of it for the engine you are working, which is a good idea but I would rather directly just use the xNormal plugin for the engine Im using. (If such plugin exists, I know we had one at crytek)
Does this have CryENGINE 3 support?
Yeah i wish i could figure out how to use object space in cryengine
doesn't seem to want to work right most of the time. I've generally just use a regular normal map and figtht the tangent space errors on the low polys smoothing groups... most of my levels i made in Nexuiz were all using one smoothing group throughout, got to learn a lot on how normal maps hate you for doing that ![]()
Quote' timestamp='1354041770' post='317746']I didn't realize how powerful nDo2 is until I actually sit down and watch this entire video:
Before I only really used it as a heightmap -> normal map tool, like crazybump, but that is only the surface what nDo2 can do. I wont be modeling any more high polies to bake on textures I can tell you that.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
nDO doesn't solve issues with tangent space baking though, so it's not a solve all solution ![]()
great for tiling textures tho!
dDO looks like it can work fine with both, although i'd love to see how it reacts to a massive tangent inversion going straight through a normal map.
i wish i could access the site ![]()
i have an nDo license, i should give it another shot, just don't really need it atm ![]()
Nexuiz is 50% off
/shameless plug
but seriously, im going to have to bail on this sale
i've purchased waaaaaaaaaaay too many games i'll probably never play... sucks.
Hmmmmm, never played it... but i never had an atari/amiga/commodore etc. I did have a Vic-20 tho ![]()
It probably is flies, but i'll go smoke a joint and watch it ![]()
http://kdvr.com/2012/11/20/ins…main-a-mystery/
Makes me lol. Part of me want to get cameras and go see these "ufos" my self... It's only like 15 minutes from my house. Insects probably.
dude this full page takeover at gamers.de is awesome ![]()
Deathmatch is now added, and you're talking about the AtaVirta map set, definitely more noisey and organic.. That's 3 levels, well 4 if you include the DLC in Duel (out of our 15 maps total
).
and yes, Strength is a server side option
after doing a few competitive tournaments, its funny how they turn that shit off immediately lol.
Yeah your woodwork textures are tits.
I wouldn't mind throwing you some change to do some texture work for me. Do you pretty much do diffuse only?
Quote' timestamp='1353106160' post='317114']One of the things that players complained about the most, was the noisy environments, and over the top bloom. Specially on a fast paced MP game such as this, this should and must be addressed if you want to appeal to a winder ranger of players, remember that less is more!
Good luck guys, may the force be with you! This game rules!
Yeah, and honestly our environments are 10x more simple than UT3, we intentionally tried to make it simple because of that. But fighting back a lot of CE3 features in the process. The good thing is we completely removed Depth of Field in this patch and you can turn down the bloom if you want ![]()
Figthing back against the competitive players was fun, but, thats what UGLY mode is really for.... its like playing quake 2
. we gave them what they want now and they seem pumped
We're starting up a campaign with a soon to be revealed partner to basically "relaunch" Nexuiz after our marketing disaster piece... I'm not going to point any fingers ![]()
Anyways, I haven't announced this to the players yet because we're still trying to get one last thing fixed before we push a lot of these new features live... currently on stand by.
THQ sent out the media alert this morning so its hitting press/blog sites today. But i'm posting the lovely video i made here first!
Hurrah!
We have a few custom things in our version of CryENGINE 3 (this patch is on 3.4.1).
Our STUPID mode, free DLC coming out later today, will have all of our textures uncompressed, mesh tesselation on a lot of stuff, full 2048x2048 textures, etc. etc.
you can see a difference in this animated gif ->
[Blocked Image: http://img19.imageshack.us/img19/4954/nexuizstupid6.gif]
(first gif i've ever made btw
)
thaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaanks
I'd love to see some of you make levels for it. Great arena FPS, lots of potential in it. Really fun. This is probably our last push on it.