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Full Version: dim3 v2.5 Beta Bugs & Feedback
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ccccc Wrote:Just make a copy of the texture and turn the lightness and contrast up for the spec map.
Ugh, that's not how you do it. D:
It might work for some textures, but certainly not for all.
Of course not for all (and I know that shot looked awful), but you get my point right? Specular maps can be used to make things brighter than the original texture, but we really need a way to set HOW specular it is. (yes you can add specular light, but I want to subtract)
Beta 7

IMPORTANT NOTE: Backup ALL you data! This version has some changes in the model format (they are forward compatible) so please backup in case there is a problem.

BINK: Please see if this helps you out in editing your maps.

The big changes are multiple particles/rings per animation, many workflow enhancements to Editor, more physics fixes (wall sliding is back, for example) and other misc. fixes.

Code:
Animator
* new interface for multiple particle/rings per animation pose move

Editor
* new mesh resizing code
* OBJ importers remove unused vertexes
* OBJ importer lets users specify scaling for connecting multiple pieces
* OBJ importer automatically snaps to grid (if grid is on)
* portals are selectable in top-down view
* fixed a bug where portals with no meshes would draw strange
* added network game type list in setting dialog
* better step sizes in auto-generate

Engine
* support for multiple particle/rings in animations
* wall sliding
* fixes to broken flying and swimming physics
* better bump-up physics
* more realistic default bump values for new objects
* fixed friction object-to-object pushing problem
* decals rotate on rotating meshes
* maps have lists of game types for hosting
* better GUI tables

Location: http://homepage.mac.com/ggadwa/Misc/dim3_v25b7.zip
Windows Executable for this Beta: http://homepage.mac.com/ggadwa/Misc/dim3Win25b7.zip

[>] Brian
Yes, the specular in dim3 is no good. I have no idea why, but it just doesn't work. Go play any game like Quake 3 or Halo that has specular, and you'll see what I mean. Specular is an integral part of the normal mapping process, but until specular works, we can't really use normal mapping.

EDIT:

Thoughts on B7. Wall sliding is good, I something jerk around on the walls, and occasionally I go through them at seams. When I walk into corners, the camera jitters.
Alexander Smith Wrote:Yes, the specular in dim3 is no good. I have no idea why, but it just doesn't work. Go play any game like Quake 3 or Halo that has specular, and you'll see what I mean. Specular is an integral part of the normal mapping process, but until specular works, we can't really use normal mapping.

EDIT:

Thoughts on B7. Wall sliding is good, I something jerk around on the walls, and occasionally I go through them at seams. When I walk into corners, the camera jitters.

If any of you have a texture, a specular texture, and an example of how it's supposed to look (like a render), I'd be interested so I could have something better to test with.

[>] Brian
Flashing lights from models are broken. Or atleast they don't work on hand-held weapons.
[EDIT]And saving is broken (I think). New sliding is cool-but it does shake around when you walk into a corner. (as in your inside the room and you walk into the corner, not on the outside)
[EDIT]Scaling vertexes with no vertexes selected crashes. (using older version, on an intel)
ggadwa Wrote:
Alexander Smith Wrote:Yes, the specular in dim3 is no good. I have no idea why, but it just doesn't work. Go play any game like Quake 3 or Halo that has specular, and you'll see what I mean. Specular is an integral part of the normal mapping process, but until specular works, we can't really use normal mapping.

EDIT:

Thoughts on B7. Wall sliding is good, I something jerk around on the walls, and occasionally I go through them at seams. When I walk into corners, the camera jitters.

If any of you have a texture, a specular texture, and an example of how it's supposed to look (like a render), I'd be interested so I could have something better to test with.

[>] Brian

Most renderers (and game engines) do not require a specular map at all, to create specular highlights.
Cinema 4D for example has a material option that's just called specular.
http://img393.imageshack.us/img393/8848/...e67ox0.png

I created a few spheres with different materials with different specular settings to demonstrate the effect.
http://img393.imageshack.us/img393/1082/...e66ws5.png
From left to right, top to bottom:
No specular, default value (50 width and 20 height), 80 width.
50 width and 50 height, 70 and 50, 100 and 100.

The bottom row demonstrates specular being affected by the bump map.
Bump with no spec, 80 w and 20 h, 38w and 100h.

This is why people say that bump mapping in other games looks better.
It doesn't, but they have some sort of default specular light value. Dim3 needs this imho.

I haven't had time to test the engine yet, but I will when I get home.
I still need a data folder for the newer versionSad Brian you said you would release it with the next version.
Quote:
Quote:shooks Wrote:
So could someone give me a link or someway of getting a data folder so I can use?

I'll include the data with the next beta, in a couple days.
Uh...shooks? I gave you a link to the data folder. What's wrong with it?
Click to download.
I have a question. If we use scripts such as the one below, with the bouncing from ceilings, floors, and walls, will it still work because everything is the same? And if we wanted something to happen ONLY if it touches the roof, for example, what then?

Grenade script:
Code:
// ***********************************************************

//

// PROJECTILE: Grenade

//

// ***********************************************************



//

// grenade construction

//



function grenadeConstruct(proj)

{

        // model

        

    proj.model.on=true;    

    proj.model.name="Grenade";

    proj.model.spin.x=1;

    proj.model.spin.z=0.5;

    

        // light

        

    proj.model.light.on=false;

    

        // speed

        

    proj.speed.speed=100;

    proj.speed.deceleration=10;

    proj.speed.decelerationWait=300;

    proj.speed.decelerationMinSpeed=20;

    

        // automatic functions

        

    proj.action.autoHitTick=5000;        // auto-destroys after 5 seconds

    proj.action.autoBounce=true;

    proj.action.autoBounceMinMove=10;

    proj.action.autoBounceReduce=0.9;

    proj.action.autoReflect=true;

    

        // size and weight

        

    proj.size.x=400;

    proj.size.z=400;

    proj.size.y=400;

    proj.size.weight=25;

    

        // melee hits

        

    proj.melee.strikeBoneTag='Body';

    proj.melee.strikePoseName='Normal';

    proj.melee.radius=9000;

    proj.melee.damage=55;

    proj.melee.force=40;

    proj.melee.lifeTick=100;



        // decal (for hitting map)

        

    proj.mark.on=true;

    proj.mark.name="mark_normal";

    proj.mark.size=600;

    proj.mark.alpha=1;

}



//

// grenade action events

//



function grenadeAction(proj,subEvent)

{

    switch (subEvent) {

    

        case DIM3_EVENT_PROJECTILE_BOUNCE:

        case DIM3_EVENT_PROJECTILE_REFLECT:

            proj.model.animation.start('Bounce');

            return;

            

    }

}

        

//

// grenade hit

//



function grenadeHit(proj,tick)

{

        // this animation has all the explode effects

        

    proj.model.animation.start('Explode');



        // the melee

        

    proj.melee.spawnFromProjectileBone();

    

        // destroy projectile

        

    proj.action.destroy();

}



//

// events

//



function event(proj,mainEvent,subEvent,eventId,tick)

{

    switch (mainEvent) {

    

        case DIM3_EVENT_CONSTRUCT:

            grenadeConstruct(proj);

            return;

    

        case DIM3_EVENT_PROJECTILE:

            grenadeAction(proj,subEvent,tick);

            return;

            

        case DIM3_EVENT_HIT:

            grenadeHit(proj,tick);

            return;

    }

}
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