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Texture/mesh extraction tool
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Vecais_Dumais_Laacis
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PostPosted: Mon Nov 29, 2004 10:17 pm    Post subject:

nu labi - juus paliekat pie sava es pie sava ;)

dabeigshu savu tooli liidz taadai stadija kaadai gribu tb exporteejas sceena aaraa + kods kas to sceenu ziimee tb dabuujam 3d screenshotu ar visiem meshiem, textuuraam, shaderiem un tad redzees kas un kaa

tad varees arii pa mesham atsleegt un piesleegt un redzees kaa tieshi katrs meshs tiek buuveets/ziimeets/kustinaats
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GiGa
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PostPosted: Mon Nov 29, 2004 10:42 pm    Post subject:

Jaa, dev, kaa tas notiek PI pareizi saprati Smile bet HL2 man tas uudens iipashi neraustiijaas - diezgan ilgi peetiiju kas un kaa vinjiem, bet vismaz es nepamaniiju Smile
VDL - oho, gribeetu redzeet to tavu tuuli pabeigtu, izklausas pec moshniigas lietinjas...
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Vecais_Dumais_Laacis
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PostPosted: Mon Nov 29, 2004 11:16 pm    Post subject:

nu pagaidaam izstaas ceriigi - es praktiski visu izstaas varu paarkjert un pierakstiit - tik vien kaa peec tam plati atspeeleet Wink
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Vecais_Dumais_Laacis
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PostPosted: Tue Nov 30, 2004 5:26 pm    Post subject:

yippy Wink
atspeeleeshana daudz maz shancee - probleemas veel ir palikshas ar shaderu atspeeleeshanu bet standarta dx izstaas ka pareizi atspeeleejaas [render to texture moka bik gljuko]
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Vecais_Dumais_Laacis
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PostPosted: Wed Dec 01, 2004 1:46 am    Post subject:

origjinaalais kadrs


3d capture Wink


tas pats 3d kadrs tikai no cita rakursa


kaa redzams kau4kaadas probleemas ar textuuru izpluushanu bet tas buutu praktiski siikums
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Vecais_Dumais_Laacis
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PostPosted: Wed Dec 01, 2004 1:07 pm    Post subject:

par hl2 uudeni - nu saaku leenaam nosveerties par labu normal mapeem [veel galiigi neticu bet moka tomeer]
lasiiju par hl2 shaderiem http://www2.ati.com/developer/gdc/D3DTutorial10_Half-Life2_Shading.pdf

samplerRefractSampler: register( s2 );
samplerReflectSampler: register( s4 );
samplerNormalSampler: register( s3 );
samplerNormalizeSampler: register( s6 );

tjipo izmanto vinji normal mapi uudenim [un protams divas textuuras - reflekcijai un refrekcijai]
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Vecais_Dumais_Laacis
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PostPosted: Thu Dec 02, 2004 2:36 am    Post subject:

yippy to me ;)

full [almoust full ;] 3d scene export to 3d max ;)

http://3priedez.net/files/max1.jpg
http://3priedez.net/files/max2.jpg
http://3priedez.net/files/max3.jpg

un interesentiem - 3ds fails + textures
http://3priedez.net/files/scene.rar
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Hobits
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PostPosted: Fri Dec 03, 2004 11:55 am    Post subject:

Nu veciit, tu esi maniaks, un veel maxii ar vissaam textuuraam iedabuuji.
Ar kaadaam speelem sitas darbojas, un kaa tu vispaar extrakto geometriju?
Interesanti buutu kaut kaadu GTA3 pilseetu uzskeerst, apskatiities cik polji sakraameeti, utt. Vai piemeeram Mafiju.
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Vecais_Dumais_Laacis
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PostPosted: Sat Dec 04, 2004 11:44 am    Post subject:

vajadzeetu darboties uz visiem softiem kas dx9 izmanto [veelaak moka dx8/7/opengl vareetu klaat piemest bet tas nu taa]

gta3 ir map editors - saucaas moomapper http://www.chronetal.co.uk/gta/

ar sho tooli visu pilseetu gluzhi nedabuusi - dabuusi tikai to kas currentajaa freimaa tiek rendereets. tb gribi visu pilseetu braukaa apkaart un peec tam liec kopaa... weee baiss darbs. a ieskatu no taa kaa viss tiek likts kopaa un kaa tiek izmantotas visaadas viltiibas arii no pilseetas daljas var guut.

veel var iesleegt wireframe mode [ieksh hl2 taa diivaini shancee droshi vien deelj shaderu kaudzeem]
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GiGa
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PostPosted: Wed Dec 22, 2004 12:14 am    Post subject:

Damn, kaapeec es nepamaniiju uzreiz to uudens skriinus pirmajaa lapaa ieliktos? Nevajag updeitot vecos postus, vaig pa jaunam postot Smile taa es nekad neatradiishu taadas interesantas lietas :)

Quote:
echh...

fresnels uz plaknes [refrakcija/reflekcija]

vari paraadiit shaderi konkreetajam scriinam?

Quote:
teixim aatru vilnjoshanos var uztaisiit izmantojot 1d textuuru kuraa ir iekodeetas sin/cos veertiibas un caur sin/cos aatri izreekjinaat normaali - ieguusim smukas sinusoidas kuraam var nedaudz pievienot kaadu random nobiidi lai neizskatiitos tik matemaatiski un shaderis skries paleekdamies


Vari paraadiit sheideri, kur taa tiek normaalji taa apreekinaati, un tieshaam neizskataas "matemaatiski"?
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Vecais_Dumais_Laacis
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PostPosted: Wed Dec 22, 2004 9:19 am    Post subject:

Code:
// Vertex program for fresnel reflections / refractions
void main_vp(
      float4 pos         : POSITION,
      float4 normal      : NORMAL,
      float2 tex         : TEXCOORD0,
      
      out float4 oPos      : POSITION,
      out float fresnel   : COLOR,
      out float3 noiseCoord : TEXCOORD0,
      out float4 projectionCoord : TEXCOORD1,

      uniform float4x4 worldViewProjMatrix,
      uniform float3 eyePosition, // object space
      uniform float fresnelBias,
      uniform float fresnelScale,
      uniform float fresnelPower,
      uniform float timeVal,
      uniform float scale,  // the amount to scale the noise texture by
      uniform float scroll, // the amount by which to scroll the noise
      uniform float noise  // the noise perturb as a factor of the  time
      )
{
   oPos = mul(worldViewProjMatrix, pos);
   // Projective texture coordinates, adjust for mapping
   float4x4 scalemat = float4x4(0.5,   0,   0, 0.5,
                                  0,-0.5,   0, 0.5,
                           0,   0, 0.5, 0.5,
                           0,   0,   0,   1);
   projectionCoord = mul(scalemat, oPos);
   // Noise map coords
   noiseCoord.xy = (tex + (timeVal * scroll)) * scale;
   noiseCoord.z = noise * timeVal;

   // calc fresnel factor (reflection coefficient)
   float3 eyeDir = normalize(pos.xyz - eyePosition);
   fresnel = fresnelBias + fresnelScale * pow(1 + dot(eyeDir, normal), fresnelPower);
   
}

// Fragment program for distorting a texture using a 3D noise texture
void main_fp(
      float fresnel            : COLOR,
      float3 noiseCoord         : TEXCOORD0,
      float4 projectionCoord      : TEXCOORD1,
      
      out float4 col      : COLOR,
      
      uniform float distortionRange,
      uniform float4 tintColour,
      uniform sampler3D noiseMap,
      uniform sampler2D reflectMap,
      uniform sampler2D refractMap
      )
{
   // Randomly chosen offset for y noise sample
   float3 yoffset = float3(0.31, 0.58, 0.23);
   float2 distort;
   // Sample the noise texture at 2 places
   distort.x = tex3D(noiseMap, noiseCoord).x;
   distort.y = tex3D(noiseMap, noiseCoord + yoffset).x;
   // Scale the distortion from [0,1] to [-range,range]
   distort = (distort * 2 - 1) * distortionRange;

   // Do the tex projection manually so we can distort _after_
   float2 final = projectionCoord.xy / projectionCoord.w;
   final += distort;
   
   float4 reflectionColour = tex2D(reflectMap, final);
   float4 refractionColour = tex2D(refractMap, final) + tintColour;
   col = lerp(refractionColour, reflectionColour, fresnel);


}

vertex_program Examples/FresnelRefractReflectVP cg
{
   source Example_Fresnel.cg
   entry_point main_vp
   profiles vs_1_1 arbvp1
}

fragment_program Examples/FresnelRefractReflectFP cg
{
   source Example_Fresnel.cg
   entry_point main_fp
   // sorry, ps_1_1 and fp20 can't do this
   profiles ps_2_0 arbfp1
}

material Examples/FresnelReflectionRefraction
{
   technique
   {
      pass
      {
         
         vertex_program_ref Examples/FresnelRefractReflectVP
         {
            param_named_auto worldViewProjMatrix worldviewproj_matrix
            param_named_auto eyePosition camera_position_object_space
            param_named fresnelBias float4 -0.3 0 0 0
            param_named fresnelScale float4 1.4 0 0 0
            param_named fresnelPower float4 8 0 0 0
            param_named_auto timeVal time 0.05
            param_named scroll float4 1 0 0 0
            param_named scale float4 4 0 0 0
            param_named noise float4 1 0 0 0
            // scroll and noisePos will need updating per frame
         }
         fragment_program_ref Examples/FresnelRefractReflectFP
         {
            param_named distortionRange float4 0.025 0 0 0
            param_named tintColour float4 0 0 0 1
         }
         // Noise
         texture_unit
         {
            // Perlin noise volume
            texture perlinvolume.dds 3d
            // min / mag filtering, no mip
            filtering linear linear none
         }
         // Reflection
         texture_unit
         {
            // Will be filled in at runtime
            texture Reflection
            tex_address_mode clamp
         }
         // Refraction
         texture_unit
         {
            // Will be filled in at runtime
            texture Refraction
            tex_address_mode clamp
         }
      }
      
         
   }
   
}



uzmaniibu gan jaapieveersh shim
Quote:
// sorry, ps_1_1 and fp20 can't do this

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GiGa
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PostPosted: Wed Dec 22, 2004 12:20 pm    Post subject:

Ok, interesanti, interesanti, tik es uzreiz neredzu kaapec fp20 nespeej shito?
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