Product Chat / illumination

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TattieBoJangle
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Posted: 26th Jun 2014 02:11
The only way i can get illumination to work in reloaded is place a light over it otherwise it does not work any idea why this is ?





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Jerry Tremble
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Posted: 26th Jun 2014 06:10
Are you referring to illumination maps on your entities? I have never tried them myself, in fact I just read recently that they worked with Reloaded's entities, but I also read somewhere else recently that they were a left-over from Classic and are now obsolete! I would like to know more about them myself!

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TattieBoJangle
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Posted: 26th Jun 2014 11:02
Yea exactly that Jerry for some reason _I (illumination) only work when you place a light above it





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
LeeBamber
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Posted: 27th Jun 2014 10:56
There is currently no support for the _I illumination map. Is this something the community wants to see, as I can sneak it into the alpha channel of the specular (_S) texture map...

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

TattieBoJangle
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Posted: 27th Jun 2014 11:09
I for one would love to see the support for _I maps as i said it sort of works just now but we need to use a light so its not ideal when you say you would sneak it into the Spec does that mean our _I maps would become useless as i have been working on models under the impression that _I maps would be a thing





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
Jerry Tremble
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Posted: 27th Jun 2014 14:25 Edited at: 27th Jun 2014 14:27
@ Lee- I would like to see these if only out of curiosity, because I have no idea what they do. Do they make objects emit light as the name infers? If so, I DEFINITELY am for it! (City scenes would be amazing)



@ TattieBojangle- If they were incorpora
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TattieBoJangle
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Posted: 27th Jun 2014 16:29 Edited at: 27th Jun 2014 16:32
@Jerry yea you are right it can be done that way but for me is more of a pain and not as good in my view.



That being said if its the only way to get it working then fair enough.



Not sure what it would take for lee to get the _I working as it doe
rolfy
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Posted: 27th Jun 2014 18:55 Edited at: 27th Jun 2014 18:57
Illumination is a mask which makes areas of the texture full bright, these areas do not emit light and are unaffected by scene lighting.

They appear to glow particularly if a little bloom is used. It wont be a major chore for you to copy your _I into the _S alpha channel.I would be all for it

A funny thing happened on the way to the forum...
TattieBoJangle
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Posted: 27th Jun 2014 20:51
Quote: " It wont be a major chore for you to copy your _I into the _S alpha channel"


For you yea but i am lazy I have a few hundred i would have to redo.

I just thought it would be good to stick to format _D _N _S _I _H and as it already is sort of working it would be good to if possible stick to _I

But if this cant be done i suppose i had better make a start





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
LeeBamber
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Posted: 27th Jun 2014 22:07
It's a question of texture slot usage but we have some free space left in the entity/character shaders so if anyone else wants a whole channel used for _I then let me know!

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

TattieBoJangle
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Posted: 27th Jun 2014 22:13
I think it should be given its own slot i know it would be ok in the spec map but i believe illumination will be used more and more.

Anyone other than me feel this way now is the time to speak up and lee will make it happen





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
unfamillia
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Posted: 28th Jun 2014 00:19
I am in complete agreement with Tattie on this one. I have a bunch of models that already have there separate illumination maps (_I). I think it would make it easier for other users to add there own illumination to other models as well. This engine is all about ease of use....no?

Cheers

Jay.

J0linar
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Posted: 28th Jun 2014 01:01
Quote: "so if anyone else wants a whole channel used for _I then let me know!"

+1

http://j0linar.blogspot.co.at/



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AuShadow
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Posted: 28th Jun 2014 12:41
Yep me too

+1

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ololo_11
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Posted: 28th Jun 2014 15:18
Quote: "It wont be a major chore for you to copy your _I into the _S alpha channel.I would be all for it
"


+1
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almightyhood
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Posted: 28th Jun 2014 18:17
+1 also please of course

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Pirate Myke
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Posted: 28th Jun 2014 21:35
Yes Please.

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Scene Commander
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Posted: 29th Jun 2014 10:37
This sounds like a big thumbs up from the community.

SC

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LeeBamber
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Posted: 30th Jun 2014 23:09
Yes it does. Consider it added for the next version. For clarity, if someone can send me the expected _I texture image so I can run a few quick tests, that would be confirmatory. My current thought is that although the _I map has RGB set to white for 'emissive', I will only be using the R (red) component to artificially control the self lighting value of the pixel. The other channels can be reserved for other ideas when they occur.

PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

TattieBoJangle
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Posted: 1st Jul 2014 00:38
Thanks for this Lee im sure it will make alot of people happy anyway file sent





PC SPECS: Windows 8 Pro 64-bit, Intel I7 (PASSMARK 9529) 4GHz CPU, Asus R9 3GB GPU (PASSMARK 6858) 32GB DDR3 MEM (PASSMARK 2842)
unfamillia
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Posted: 1st Jul 2014 13:53
Lee, if you grab my SciFi Light (Animated) and test that. It has the _I map in the folder already.

Cheers

Jay.

Emrys
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Posted: 2nd Jul 2014 08:55
This is great, I know some off us have been waiting for this.

Looks like we're getting Ambient Occlusion Map support as well.

Great work Lee.



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Cosmic Prophet
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Posted: 2nd Jul 2014 23:30 Edited at: 2nd Jul 2014 23:55
Yes! Thank the heavens. As long as we can get the same bump level for normals and have the illumination definable, I'll be happy as a clam. The old classic illuminated shaders showed no bump relief from the required normals at all, and I hated that.



I want to build more stuff like this... (this was using a modified character shader on a dynamic entity in classic).







Not the best, but it worked better than the stock illumination shader. And, the whole object didn't glow when the lights were set low, just the console lights, and screens did.

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Teabone
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Posted: 3rd Jul 2014 00:00
By the way does this mean for our models to work properly in the future they will require an illumination map? Or does it bypass if we just simply not include one?

Also to section off an area as illuminated do we just use the red value here?

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TattieBoJangle
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Posted: 3rd Jul 2014 09:26
@Teabone The models don't need an _I map to work think of it as an added extra also it is white you use to mask hope that helps





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