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Here's the location: http://homepage.mac.com/ggadwa/Misc/dim3_v25b9.zip

I have NO IDEA how this'll react. I can only run it on my computer; it might be too slow or it might be more sensitive to certain map types, etc. It runs nice on fast computers; slower computers might have to turn off some effects.

The bump mapping and the specular should be as close to per-pixel as I can get without shaders. The data file included has a very simple test map. All the textures are flat, all surfaces on the textures are from bumps.

There's a bunch of other stuff, here's the list:

Code:
Animator
* changed around some short cuts (cmd-A no longer new animation)
* added cancel button to animation dialog
* adding a new bone wouldn't properly set the constraint

Editor
* added 90 degree rotation for polygon UVs
* various fixes in map movement dialog
* fixed a bug where pieces menu would have bad enable/disable
* brought back magnify slider
* added light ring for map lights
* scenery items let you set object/projectile collision separately
* double amount of scenery/objects

Engine
* fixed a bug where pass through polys would break all physics
* fixed a bug where random map ambients could play (or crash) a map start
* if scenery has "use hit boxes" checked but no hit boxes, default to model hit
* fixed a bug in collisions that would skip some objects/scenery
* writes error to console if
     - moving a group with no attached meshes
     - moving a mesh without the moveable flag on
     - moving with negative time count
* removed a couple unecessary options:
     - segment darkening
     - high quality lighting

Script
* added to map object
    map.object.setContact(id,on);
    map.object.setHidden(id,on);
    map.object.setModelLight(id,index,on);
    map.object.setModelHalo(id,index,on);
    map.object.setModelMesh(id,mesh,on);
* added to obj object
    obj.motionVector.walkToPosition(x,z,y);
    obj.motionVector.walkToPositionSlop(x,z,y,slop);
    obj.setting.contactObject
    obj.setting.contactProjectile
    obj.setting.contactForce
    (note: setting obj.setting.contact turns all these on/off)
* depreciated (one scaling now, the interface scale)
    screen.widthScale
    screen.heightScale

Engine GUI
* HUD should properly work with interface scale
* added tabs to network setup
* fixed these UIs for scaling
     network setup
     load/save game
     join game
     host game
* added version # to FPS display
* choosers now have settable frames
        <Frame on="true" title="Choose a Map" x="50" y="80" width="900" height="620" />
* choosers now have settable ok/cancel keys (return, esc)
        <Key ok_id="100" cancel_id="103" />
* chooser frames can have titles
* chooser items can have width/height

[>] Brian
Side note: I deleted the original announcement so new users won't stumble upon a file that no longer exists and is certainly in beta.

[>] Brian
Hm...
Runs fine for me. Test map runs at 32 FPS.
Most of my maps run at 90, but they have no bump or specular.
A map that Bradamante sent me runs at about 40.
A map that Alex sent me at about 32.

All those were tested with max. settings at 1024x768 and without raytrace lighting.
Most of the maps had textures with dimensions bigger than 1024x1024.

The bump maps in the test level look correct now, except for the ones on the floor in the room with the moving light platform.
The light direction seems to be wrong sometimes.

Everything else (specular for example) looks good.
I can finally continue writing Alex' AI thanks to walkToPosition. Smile
Great looking specular. However... In the car if you are gonig forward and let go it stops the car faster than if you are going forward and hit reverse. Is that having to do with settings or is it a bug in the physics?
teh1ghool Wrote:Great looking specular. However... In the car if you are gonig forward and let go it stops the car faster than if you are going forward and hit reverse. Is that having to do with settings or is it a bug in the physics?

Physics are still in development, I suspect there's a lot of stuff broken. This version has a lot of changes in it, and I'm slowly ... slowly Smile ... going through and getting them each at a time. I'm going to try to get the graphics all working first then finish out with the physics.

At least I've finally got the specular right! I'll do some more looking at the bumps, I suspect there's a problem with the normals but when the angle is right, it should look good.

[>] Brian
Specular is very impressive, looks much better then I thought it would. Bump Mapping works well too, though I don't really have a lot of things to test it with. I'll whip up something later and see how it works in more depth.

Good job so far Brian! Framerate wasn't too bad on a multiplayer map I used for testing, and that's with 1024x768, and most things maxed with bump and specular in use, and 8 enemies.

EDIT: Specular and Bump Mapping don't work on weapons, probably don't work on other objects either, but they don't work on weapons for sure.
The delivered Demo runs on my iMac at about 25 FPS constantly.

I will now migrate my demo scenes to b9.

EDIT:
The scenes look exactly the same in b8 and b9, I have no real spec test though. The bump looks the same to me.
A glowing point light above a bumped surface still causes weird shadow blurring.

In other news b9 Engine destroys my vegetation. The texture of those only has 1/0 transparency, and it worked in b8 Editor, Engine and Animator. In b9 Animator and Editor the models display correctly, too, but in Engine all look-through parts are lost.
All that's noticeable for me right now is a sufficient loss in frame rate
Wander Wrote:All that's noticeable for me right now is a sufficient loss in frame rate

As I expect, I think it really depends on the map. That said, for my next trick (after fixing a number of bugs that have obviously cropped up, also expected) I have a method that slows down map loading a little bit but speeds up the rendering a good bit and might allow me to eliminate portals. You might get all that speed back and more.

[>] Brian
Bradamante Wrote:The delivered Demo runs on my iMac at about 25 FPS constantly.

I will now migrate my demo scenes to b9.

EDIT:
The scenes look exactly the same in b8 and b9, I have no real spec test though. The bump looks the same to me.
A glowing point light above a bumped surface still causes weird shadow blurring.

In other news b9 Engine destroys my vegetation. The texture of those only has 1/0 transparency, and it worked in b8 Editor, Engine and Animator. In b9 Animator and Editor the models display correctly, too, but in Engine all look-through parts are lost.

Can you get me your project? I've obviously broken some model rendering and I'd like it to test.

[>] Brian
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