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Full Version: dim3 v2.5 Beta Bugs & Feedback
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ccccc Wrote:I might be wrong, but it seems to me that it should depend on two things: The angle of the light to the sement, and the distance of the light.
[Image: examplekf2.png]
Lets say the dot is a light, and the thick line a wall. The center of the wall will be very specular as it is close to the light and exactly 90 degrees from it, but the outside should not be very specular at all, even though it is just about as close because the light is at an angle.
I don't think that camera angle usually effects specular in games, but that would be a usefull feature if it wasn't to slow.

I could be completely wrong though.

Right now, there's no directed lights in dim3; something for the future, so I basically just have the light intensity to work with -- I'll add more stuff later, I want to get one step at a time.

I'll need to get out a new copy soon as I broke the animator setting dialog (you noticed this, ccccc!) in the last copy.

[>] Brian
uneven lighting across meshes:
[Image: meshlighttestot4.png]
The import/scaling problem is something I'm working on right now, it's my #1 priority.

[>] Brian
A big problem with the dim3 specular, is that it generally ruins the texture. A bright specular texture makes the whole texture bright, regardless of where the light is, and it looks like plain ugly. Another problem is the specular options in the texture window, which don't make much sense, I can't tell what does what.
Alexander Smith Wrote:A big problem with the dim3 specular, is that it generally ruins the texture. A bright specular texture makes the whole texture bright, regardless of where the light is, and it looks like plain ugly. Another problem is the specular options in the texture window, which don't make much sense, I can't tell what does what.

That's a problem with the system, the specular isn't tessellated like the lighting, that's something I'll work on.

Alex, do you have a example I can look at? Anything will really help me here Smile

[>] Brian
I've got an idea, I'm going to try to combine the tessellated lighting pass with the specular pass; in this way I should get real speculars based on more precise lighting.

I'll also try to remove some unused settings that are better auto-calculated to reduce confusion.

This will potentially make lighting slower if you have speculars on for a material (if it works out), but it's an option you'll be able to turn off. There really isn't a better way to handle these properly.

I'm probably putting out a better beta (to fix editor/animator bugs) before diving into this.

[>] Brian
Sounds good to me! I don't mind waiting anyhow, specular is not a huge priority. Of course, if you can get specular and normal mapping working together like modern games, I'll use it in my next projects.

EDIT:

Brian, where's the option to rotate textures in the the new Editor? I really needed that feature.

EDIT2:

Also, it's be nice if when I select a polygon, and then create a primitive or water plane, they would spawn at my selection. Right now, if I make a water plane, I have to go hunting all over the map to find it.

EDIT3:

Heh. Another thing, UV lock needs to be mesh AND polygon specific, I don't want to lock the whole mesh everytime I want to lock one part.
Alexander Smith Wrote:Brian, where's the option to rotate textures in the the new Editor? I really needed that feature.

Everything is UV'd now so that option is missing, what I'll have to do is add it back but it'll only be functional if you have Editor generate the UV coords. Is that OK?

[>] Brian
Sounds good to me, Brian.

Is there any way to import an object and have the editor keep it's proportions? It keeps deforming it like bending squares and distorting.

Update
Here is the object in a 3D modeling program.
[Image: bug1.png]
Here are different screens of it after being imported into the editor. IT WRECKED IT!!! Smile
[Image: bug2.png]
[Image: bug3.png]
Snap to grid is what's breaking it, the next version's has different snaps, and won't do this on import.

If you turn off the grid before importing, it should be good. I'm also working on better importing code.

[>] Brian
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