
DEEhunter
Joined: Dec 16, 2006
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Posted: Dec 20, 2008 11:03 PM
Msg. 1 of 52
Epicness has been produced. My lightmapping method:  HaloCE's Lightmapping:  My lightmapping method:  HaloCE's Lightmapping:  My Lightmapping method:  HaloCE's Lightmapping:  My Lightmapping method:  HaloCE's lightmapping method:  No competition. As you can see. My method has: Raytracing Shadows for objects with transparency Softer GI Dithering Self illumination Shadows for scenery Physically correct lighting
Some things to know: All of my major lightmaps are at 2048x2048. Minor lightmaps are at 1024x1024. Dithering is using the Floyd-Steinberg method. Lightmaps are in-fact baked in 3ds max 2009. Download Tutorialhttp://files.filefront.com/High+Quality+Lightmappingrar/;12732726;/fileinfo.htmlstfu hdoan Edited by DEEhunter on Dec 20, 2008 at 11:04 PM Edited by DEEhunter on Dec 22, 2008 at 11:39 AM Edited by DEEhunter on Dec 22, 2008 at 11:39 AM
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iTails
Joined: Nov 26, 2008
The lot of idiots on this forum are veterans
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Posted: Dec 20, 2008 11:06 PM
Msg. 2 of 52
Too bad I couldn't reply to this on H3Underground D:>
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DEEhunter
Joined: Dec 16, 2006
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Posted: Dec 20, 2008 11:08 PM
Msg. 3 of 52
Ohhh! Theres a good story behind that. I may actually release the video on that site.... Or were the site it going!(hint hint)
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Dec 20, 2008 11:15 PM
Msg. 4 of 52
Does it slow down FPS at all? And if so, a lot of just a little?
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DEEhunter
Joined: Dec 16, 2006
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Posted: Dec 20, 2008 11:15 PM
Msg. 5 of 52
None at all. It just requires +2MBs of ram for your maps.
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Dec 21, 2008 12:26 AM
Msg. 6 of 52
Quote: --- Original message by: DEEhunter It just requires +2MBs of ram for your maps. what
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DEEhunter
Joined: Dec 16, 2006
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Posted: Dec 21, 2008 12:46 AM
Msg. 7 of 52
Quote: --- Original message by: DonutQuote: --- Original message by: DEEhunter It just requires +2MBs of ram for your maps. what It depends really. In the tut I am making now. The main BSP lightmap is 2048x2048. The minors are 1024x1024. I was estimating since lightmaps have no specific compression method. They were originally 64x64 lightmaps so they never had the reason to compress.
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DEEhunter
Joined: Dec 16, 2006
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Posted: Dec 21, 2008 01:29 AM
Msg. 8 of 52
Would you guys prefer a live video stream or a tutorial video.
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ThePlague
Joined: Dec 16, 2007
Steam: jubalearlybh
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Posted: Dec 21, 2008 01:35 AM
Msg. 9 of 52
Quote: --- Original message by: DEEhunter Would you guys prefer a live video stream or a tutorial video. Tutorial video.
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DEEhunter
Joined: Dec 16, 2006
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Posted: Dec 21, 2008 01:40 AM
Msg. 10 of 52
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DEEhunter
Joined: Dec 16, 2006
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Posted: Dec 21, 2008 01:50 AM
Msg. 11 of 52
If you wish for any extra details or help. I will be open to questions after the tutorial is released. The video is being rendered at 720p using the Divx codec. I plan on uploading to youtube soon.
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ThePlague
Joined: Dec 16, 2007
Steam: jubalearlybh
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Posted: Dec 21, 2008 01:51 AM
Msg. 12 of 52
Quote: --- Original message by: DEEhunter If you wish for any extra details or help. I will be open to questions after the tutorial is released. The video is being rendered at 720p using the Divx codec. I plan on uploading to youtube soon. Do a High Quality upload, to make it sexier.
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Advancebo
Joined: Jan 14, 2008
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Posted: Dec 21, 2008 01:56 AM
Msg. 13 of 52
Now if only I made non error-able geometry...
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DEEhunter
Joined: Dec 16, 2006
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Posted: Dec 21, 2008 01:56 AM
Msg. 14 of 52
Quote: --- Original message by: ThePlagueQuote: --- Original message by: DEEhunter If you wish for any extra details or help. I will be open to questions after the tutorial is released. The video is being rendered at 720p using the Divx codec. I plan on uploading to youtube soon. Do a High Quality upload, to make it sexier. I googled some tuts on how to made videos show up in HD and not HQ. I will upload first. Then later this week I will youtube it. Right now the video is rendering. The tutorial file will include vray, Ather, Max scene(made in 3ds max 2009), the rendered lightmap, the compiled, map file, and the video. I will provide my more advanced method to other users if I'm not busy. This video is fairly dumbed down from the actual method that includes self illumination and support for objects with opacity. Edited by DEEhunter on Dec 21, 2008 at 01:58 AM
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ThePlague
Joined: Dec 16, 2007
Steam: jubalearlybh
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Posted: Dec 21, 2008 02:11 AM
Msg. 15 of 52
Hi
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DEEhunter
Joined: Dec 16, 2006
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Posted: Dec 21, 2008 02:12 AM
Msg. 16 of 52
Oh hai.
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ThePlague
Joined: Dec 16, 2007
Steam: jubalearlybh
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Posted: Dec 21, 2008 02:12 AM
Msg. 17 of 52
Quote: --- Original message by: DEEhunter Oh hai. Herd you liek mudkipz.
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randomteddybear
Joined: Jul 14, 2008
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Posted: Dec 21, 2008 08:19 AM
Msg. 18 of 52
does this method of lighting acount for light shining through a colored window? EX: white light shines through a green window and the light comes out tinted green
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Choking Victim
Joined: Jan 13, 2008
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Posted: Dec 21, 2008 09:19 AM
Msg. 19 of 52
Dee, I fail to see how this is your lightmapping method, when it wasn't even possible before Aether was released: http://www.modacity.net/forums/showthread.php?t=13450 This is precisely what the program was made for, I think Firescythe deserves at least some credit, don't you think... Edited by Choking Victim on Dec 21, 2008 at 09:20 AM
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Advancebo
Joined: Jan 14, 2008
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Posted: Dec 21, 2008 10:18 AM
Msg. 20 of 52
Quote: --- Original message by: Choking VictimDee, I fail to see how this is your lightmapping method, when it wasn't even possible before Aether was released: http://www.modacity.net/forums/showthread.php?t=13450 This is precisely what the program was made for, I think Firescythe deserves at least some credit, don't you think... Edited by Choking Victim on Dec 21, 2008 at 09:20 AM oshi, firescythe is still here?
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DEEhunter
Joined: Dec 16, 2006
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Posted: Dec 21, 2008 11:09 AM
Msg. 21 of 52
Quote: --- Original message by: Choking VictimDee, I fail to see how this is your lightmapping method, when it wasn't even possible before Aether was released: http://www.modacity.net/forums/showthread.php?t=13450 This is precisely what the program was made for, I think Firescythe deserves at least some credit, don't you think... Edited by Choking Victim on Dec 21, 2008 at 09:20 AM My method has existed for a long time. Ather is just easier for workflow. Before I would render the lightmap and fit it in the original lightmap. I also did this for halo PC when modding it was still cool. I messaged Firescythe and he said it was ok to include his application in my tutorial. Edited by DEEhunter on Dec 21, 2008 at 11:13 AM
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Choking Victim
Joined: Jan 13, 2008
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Posted: Dec 21, 2008 11:32 AM
Msg. 22 of 52
I somehow doubt you did this in halo pc, or even thought to do it before this program was released, but w/e. As long as FireScythe's alright with it.
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DEEhunter
Joined: Dec 16, 2006
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Posted: Dec 21, 2008 11:52 AM
Msg. 23 of 52
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Choking Victim
Joined: Jan 13, 2008
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Posted: Dec 21, 2008 12:09 PM
Msg. 24 of 52
And? I know jahrain made one awhile back, but my point still stands. Your using other peoples programs and claiming it's your method. gg
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iTails
Joined: Nov 26, 2008
The lot of idiots on this forum are veterans
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Posted: Dec 21, 2008 12:14 PM
Msg. 25 of 52
Quote: --- Original message by: Choking Victim And? I know jahrain made one awhile back, but my point still stands. Your using other peoples programs and claiming it's your method. gg Using a program isn't the same thing as a method.
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Dec 21, 2008 12:17 PM
Msg. 26 of 52
Using them in combination can be considered a method. Don't even try to correct Victim, you won't get anywhere. It's as bad as arguing with Donut.
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iTails
Joined: Nov 26, 2008
The lot of idiots on this forum are veterans
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Posted: Dec 21, 2008 12:18 PM
Msg. 27 of 52
Quote: --- Original message by: ODX Using them in combination can be considered a method. Don't even try to correct Victim, you won't get anywhere. It's as bad as arguing with Donut. I wasn't argueing, I was making a point.
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ODX
Joined: Jul 26, 2007
A rare sight, indeed.
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Posted: Dec 21, 2008 12:20 PM
Msg. 28 of 52
Quote: --- Original message by: iTails I wasn't argueing, I was making a point. I was making a comparison, we both didn't understand each other. lol
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DEEhunter
Joined: Dec 16, 2006
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Posted: Dec 21, 2008 12:39 PM
Msg. 29 of 52
Stop.
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SiMuLaCrUm
Joined: Oct 25, 2006
too digital
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Posted: Dec 21, 2008 07:41 PM
Msg. 30 of 52
Looks impressive. Do those larger size lightmaps alter performance any?
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DEEhunter
Joined: Dec 16, 2006
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Posted: Dec 21, 2008 07:42 PM
Msg. 31 of 52
It requires more ram. I have the tutorial ready. It is about 267 MB. I will upload once h3underground.com gets its new domain.
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iTails
Joined: Nov 26, 2008
The lot of idiots on this forum are veterans
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Posted: Dec 21, 2008 09:15 PM
Msg. 32 of 52
Quote: --- Original message by: DEEhunter It requires more ram. I have the tutorial ready. It is about 267 MB. I will upload once h3underground.com gets its new domain. lulwut? :D
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Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
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Posted: Dec 21, 2008 09:38 PM
Msg. 33 of 52
Quote: --- Original message by: DEEhunterQuote: --- Original message by: DonutQuote: --- Original message by: DEEhunter It just requires +2MBs of ram for your maps. what It depends really. In the tut I am making now. The main BSP lightmap is 2048x2048. The minors are 1024x1024. I was estimating since lightmaps have no specific compression method. They were originally 64x64 lightmaps so they never had the reason to compress. i get that the bitmap itself will take up some more space than usual, but what do you mean by ram? just like, a bit more ram to support the hires lightmaps?
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DEEhunter
Joined: Dec 16, 2006
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Posted: Dec 21, 2008 09:52 PM
Msg. 34 of 52
Quote: --- Original message by: DonutQuote: --- Original message by: DEEhunterQuote: --- Original message by: DonutQuote: --- Original message by: DEEhunter It just requires +2MBs of ram for your maps. what It depends really. In the tut I am making now. The main BSP lightmap is 2048x2048. The minors are 1024x1024. I was estimating since lightmaps have no specific compression method. They were originally 64x64 lightmaps so they never had the reason to compress. i get that the bitmap itself will take up some more space than usual, but what do you mean by ram? just like, a bit more ram to support the hires lightmaps? When you load a halo CE map. A general section of the map is placed in ram. Generally anything that is static in the map, lightmaps is one of them.
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Disaster
Joined: Dec 16, 2007
ROCKS
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Posted: Dec 22, 2008 11:34 AM
Msg. 35 of 52
:o
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