Crystal Space
Welcome, Guest. Please login or register.
October 26, 2014, 08:31:05 am

Login with username, password and session length
Search:     Advanced search
9011 Posts in 2044 Topics by 8828 Members
Latest Member: Saikjanna
* Home Help Search Login Register
  Show Posts
Pages: 1 [2]
16  Crystal Space Projects / WIP Projects / Re: archaeologic visualisation on: July 11, 2005, 01:45:53 pm
Well the problem is how to light areas with full shadow. The ambient light just does not look good/real. So normally you place lamps which light the scene "radiosity" like. Not sure how to achieve this in CS.

Regards,
Carsten
17  Crystal Space Projects / WIP Projects / archaeologic visualisation on: July 11, 2005, 11:37:43 am
Hello,

we worked some time in the past for the valencian government to visualize a archaeologic site together with a new planned (now in construction) museum. This was done almost completely in Blender and delivered as renderings (stills and movies) but also as realtime walkthrough (with some goodies like a display of ceiling heights or changeable designs etc.).

I have now ported this modell to CS with the help of the excellent blender2crystal converter. The modell has some MBs vertices and around 50MB of textures, so not a small testscene which proves the converter and CS as very matured system I guess.

The generating of the lightmaps took some GigaBytes of RAM and hours to render but the result is quite nice:











This is of course WIP and it seems hard at the moment to get a daylight scene because every light in the scene cast shadows and the radiosity solution seems to be broken at the moment.

Regards,
Carsten.
18  Crystal Space Development / General Crystal Space Discussion / Re: How to distribute a CS "App"? on: July 08, 2005, 11:44:23 am
My major concern at the moment is how to collect all files and data to put together a package which can be run on a different computer... Is there some guide or a script helping me with that task?

Regards,
Carsten
19  Crystal Space Project Development / Bug Reports / Joystick: Only 2 axes of 4 reported by csJoystickEventHelper::GetNumAxes() on: July 07, 2005, 12:35:47 pm
Hi,

I managed to modify walktest to use a joystick (2 axes). However, I have 2 analouge sticks on my gamepad, they are recognised by Windows ok and are usable.

But csJoystickEventHelper::GetNumAxes(&Event) reports only 2 axes,
in csjoywin.cpp-->csWindowsJoystick::CreateDevice I have 4 axes, somewhere between here and csJoystickEventHelper 2 axes get lost...

My C++ knowledge is not enough to solve it myself. Any hints are welcome.

Regards,
Carsten.
20  Crystal Space Development / General Crystal Space Discussion / How to distribute a CS "App"? on: June 30, 2005, 05:09:30 pm
Hi there,

for now or in future, how does one distribute an app/game made with CS?

- Legal issues? The LGPL is making it possible not to have to release the source.

- How do I make an "EXE" or an directory which can be installed on a foreign computer?

These are some thoughts coming in my mind while trying to redo some Blender projects in CS.

Regards,
Carsten
21  Crystal Space Development / Support / Problems with non-standard-renderer (opengl related?) on: June 30, 2005, 05:02:17 pm
Ok, problem solved....

I mixed up Normal Maps with Bumpmaps (mainly caused by the term "Nor"(map) in Blender meaning Bumpmaps).

If I use real Normaps as textures all is well.

Regards,
Carsten.
22  Crystal Space Development / Support / Problems with non-standard-renderer (opengl related?) on: June 29, 2005, 05:56:48 pm
Got some hints from Pablo...

For the bumpmapping: *All* meshes need to have a (Blender) Material with a bumpmap defined if you want bumpmaps

The colors happen if a objec has more than *one* texture (material).... Seems internally all objects with more than one texture are handled like a thing and then the shader lighting is not working ok.

However, I am not really satisfied with only the shadowed lighting, it seems that there is no diffuse lighting then?

Cant be lightmaps and stencil shadow combined? Imagine a lightmapped room and a flashlight or similar....

Regards,
Carsten
23  Crystal Space Development / Support / Reuse cached lighting after touching the world file? on: June 29, 2005, 03:04:13 pm
Is the -relight option recalculation only for changed objects? This would ofcourse help me much with that big scene...

Regards,
Carsten
24  Crystal Space Development / Support / Reuse cached lighting after touching the world file? on: June 29, 2005, 02:58:23 pm
Hrmp, I scaled most of the objects.

So no wonder....

Sorry.

Carsten
25  Crystal Space Development / Support / Reuse cached lighting after touching the world file? on: June 29, 2005, 01:43:43 pm
Hi,

finally after using 2.7GBytes of memory and maybe 1 hour CPU time I have a scene which is lightmapped very well. However, I want to change (Blender) some small things in the scene, then export and reuse the cached lightmaps. But somehow walktest refuses to use the old cache. I think it should be possible to reuse such light-cache if I dont´t add objects or similar.

Is there a trick to trick walktest? I also tried to put the cache into a ip, only changed the world-file in a old zip etc. but with no luck.

Regards,
Carsten
26  Crystal Space Development / Support / Problems with non-standard-renderer (opengl related?) on: June 29, 2005, 11:56:51 am
Hi,

since I am using Blender for my daily work I always look for other engines which work together with Blender. So last week I tried to compile CS, CEL, blender2crystal etc. and I am now slowly wading trough all the new things to test and read.

Slowly I get a feeling for CS. For simple scenes lightmapping works well for me, I am just testing it on a 60MB scene (approx. 50MB textures...) which runs quite well in Blender, memory usage is at 2.7GByte right now while doing a -relight  shocked

However if I try to use the non standard renderer I get strange results, the colors are wrong and also it seem I can´t get bumpmaps.

Here is a output of a scene:

Code:

VFS_NOTIFY: loaded configuration file: C:\cygwin\home\cw\cs\CS\vfs.cfg
WARNING: could not load plugin 'crystalspace.font.server.freetype2'
NOTIFY: Could not get sound driver

crystalspace.system:
  World saving enabled.
  Crystal Space version 0.99 r0 [Win32-x86-GCC] (Mon 7-Jul-2004).
  Created by Jorrit Tyberghein and others...

crystalspace.graphics3d.opengl:
  Texture LOD bias -0.3
csDetectDriver: monitor name is '\\.\DISPLAY1'
csDetectDriver: driver name is 'ATI2DVAG'
csDetectDriver: found DLL 'atioglxx.dll'

crystalspace.canvas.openglwin:
  GL driver: atioglxx.dll 6.14.10.4898

crystalspace.canvas.openglcommon.driverdb:
  Applied: Work around broken ATI point sprites
  Applied: ATI: Can't handle GL_BLEND texenv for GL_INTENSITY textures
  Applied: ATI: Can't handle compressed formats for RECT textures
  Applied: ATI: RECT texture extension support apparently sucks

crystalspace.canvas.openglcommon:
  OpenGL renderer: RADEON X800 SE x86/SSE2 (vendor: ATI Technologies Inc.)
  version 1.5.4898 WinXP Release
  Using windowed mode at resolution 640x480.
  Pixel format: Color: 32 Alpha: 8 Depth: 24 Stencil: 8 AccumColor: 0
  AccumAlpha: 0 MultiSamples: 0

crystalspace.canvas.opengl.extmgr:
  GL Extension 'GL_ARB_multitexture' found and used.
  GL Extension 'GL_ARB_texture_env_combine' found and used.
  GL Extension 'GL_ARB_multisample' found and used.

crystalspace.canvas.openglcommon:
  Multisample: disabled

crystalspace.canvas.openglcommon.fontcache:
  Text drawing method: Multitexturing

crystalspace.canvas.opengl.extmgr:
  WGL Extension 'WGL_ARB_extensions_string' found and used.
  WGL Extension 'WGL_EXT_swap_control' found and used.

crystalspace.canvas.openglwin:
  VSync is disabled.

crystalspace.canvas.opengl.extmgr:
  GL Extension 'GL_version_1_2' found and used.
  GL Extension 'GL_ARB_texture_cube_map' found and used.
  GL Extension 'GL_EXT_texture3D' found and used.
  GL Extension 'GL_ARB_vertex_buffer_object' found, but not used.
  GL Extension 'GL_SGIS_generate_mipmap' found and used.
  GL Extension 'GL_EXT_texture_filter_anisotropic' found and used.
  GL Extension 'GL_EXT_texture_lod_bias' found and used.
  GL Extension 'GL_ARB_point_parameters' found and used.
  GL Extension 'GL_ARB_point_sprite' found, but not used.
  GL Extension 'GL_EXT_framebuffer_object' not found.
  GL Extension 'GL_ARB_texture_rectangle' not found.
  GL Extension 'GL_EXT_texture_rectangle' found, but not used.
  GL Extension 'GL_NV_texture_rectangle' not found.

crystalspace.graphics3d.opengl:
  Maximum texture size is 2048x2048
  Point sprites are NOT supported.
  VBO is NOT supported.
  Stencil clipping is used for objects >= 50 triangles.
  Clearing Z buffer when stencil clear is needed enabled

crystalspace.graphics3d.shadermgr:
  Loaded compiler plugin crystalspace.graphics3d.shadercompiler.xmlshader,
  compiler: XMLShader

crystalspace.canvas.opengl.extmgr:
  GL Extension 'GL_ARB_texture_compression' found and used.
  GL Extension 'GL_EXT_texture_compression_s3tc' found and used.

crystalspace.graphics3d.opengl:
  Render-to-texture backend: framebuffer
  Delayed buffer swapping: disabled

crystalspace.graphics3d.shadercompiler.xmlshader:
  Shader std_lighting: 8 variations
  Shader std_lighting_portal: unvarying

crystalspace.system:
  Loading map 'cstest/world.zip'.
VFS_MOUNT: Mounted: Vpath /tmp/__automount0__, Rpath cstest$/world$.zip

crystalspace.graphics3d.shadercompiler.xmlshader:
  Shader ambient: unvarying
  Shader light_bumpmap: unvarying
  Shader ambient: unvarying
  Shader light_bumpmap: unvarying

crystalspace.graphic.image.io.jpeg:
  Not a JPEG file: starts with 0x89 0x50

  Not a JPEG file: starts with 0x00 0x00


crystalspace.maploader:
  Could not find material 'wood05a.tga'. Creating new material using texture
  with that name
  Could not find material 'stone04a.tga'. Creating new material using texture
  with that name
  Could not find material 'block10c.tga'. Creating new material using texture
  with that name
  Could not find material '256-04c.tga'. Creating new material using texture
  with that name
  Could not find material '256-04a.tga'. Creating new material using texture
  with that name

crystalspace.mesh.object.thing:
  Lightmap quality=3
  Lightmapping enabled=1

crystalspace.maploader:
  Could not find material 'stone04a_Blood.png'. Creating new material using
  texture with that name
  Could not find material 'stone04aX4_Door.png'. Creating new material using
  texture with that name
  Could not find material 'woodmgrid1b.tga'. Creating new material using
  texture with that name

crystalspace.graphic.image.io.jpeg:
  Not a JPEG file: starts with 0x47 0x49

  Not a JPEG file: starts with 0x89 0x50

  Not a JPEG file: starts with 0x47 0x49


crystalspace.engine.notify:
  Lightmaps are not up to date (no 'lm_precalc_info' found in cache).
  Recalculation of lightmaps forced.
  Initializing lighting (15 meshes).
  Shining lights (2 lights).
Doing light 0
Doing light 1
  Time taken: 0.0830 seconds.
  Caching lighting (15 meshes).

crystalspace.system:
  Precaching all things...
  Precaching finished...
Total level load time: 1.718 seconds
  Computing OBBs ...
  --------------------------------------

crystalspace.canvas.opengl.extmgr:
  GL Extension 'GL_ARB_texture_env_dot3' found and used.

crystalspace.graphics3d.shader.fixed:
  Multitexture units: whopping 8

crystalspace.graphics3d.shadercompiler.xmlshader:
  Shader 'ambient'<0>: Technique with priority 50 succeeds!
  Shader shadowextrude: unvarying

crystalspace.canvas.opengl.extmgr:
  GL Extension 'GL_ARB_vertex_program' found and used.
  GL Extension 'GL_ARB_fragment_program' found and used.

crystalspace.graphics3d.shadercompiler.xmlshader:
  Shader 'shadowextrude', pass 0 has no texture mappings
  Shader 'shadowextrude'<0>: Technique with priority 100 succeeds!
  Shader 'light_bumpmap'<0>: Technique with priority 350 succeeds!

crystalspace.font.csfont:
  Could not read font file /fonts/ttf/arialuni.ttf.



This is how the scene look if I did not move:


And after moving:


The lights are not colored in the blender scene.....

Some more info: I am on WindowsXP, using Cygwin, CVS CS, and blender2cs. The stenciltest.exe is also very colorfull, but I can´t prove if that is wanted?

Regards,
Carsten.
Pages: 1 [2]
Powered by MySQL Powered by PHP Powered by SMF 1.1.2 | SMF © 2006-2007, Simple Machines LLC Valid XHTML 1.0! Valid CSS!
Page created in 4.225 seconds with 16 queries.