Raydium 3D Game Engine

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PostPosted: Mon Mar 05, 2007 9:32 pm 
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As reported by vicente, the new release of Blender is full on new exciting features for us, such as :
- Sculpt Modeling
- Multi-res meshes (LOD)
- Multi-UV (multitexturing)
- Render-backing (shadow maps, lightmaps, Ambient Occlusion (!), full backing, ...)
- Tangent space normal maps
- ...

http://www.blender.org/development/rele ... ender-243/

I would like to gather everybody's attention on this, since most of these features are long waited for Raydium, and could generate a huge boost on the graphic side.

Some features can work directly with Raydium, and must be tested (like baking, for example) to see what is possible. Some other will ask small improvements of Raydium (or "around" Raydium).

The first one (by priority) is the export script with multitexturing. This feature is a must, and the current work of SamB on ManiaDrive is a another proof of this.

So the idea is launched: we must have this new script as soon as possible (and import script, by the way).
We need :
- a Blender file using multitexturing
- some informations on TRI format syntax for multitexturing, I give you here :
Code:
x y z nx ny nz u1 v1 texture1;u2|v2|texture2

The file "exported.tri" is an example of this feature.

If you've free time ... go ! ;)
(I'm here to answer to any question on this subject)


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PostPosted: Mon Mar 05, 2007 10:57 pm 
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here is a small example !

A simple mesh with 2 uv layouts. You can switch them by clicking on the green square near the 2 buttons "montagne" and "detail"

http://www.rgrafx.org/multitexturing.tar.gz

About ambient occlusion baking feature : It work perfectly cause it's just an uv texture.

We can use it the same way we use lightmap from FsRadRay. the only problem is the long render time when you do baking:)


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PostPosted: Tue Mar 06, 2007 8:06 am 
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Nice ! It's a good test to start with. Is it possible in the current version of Blender to have on the same object some vertices with multitexturing and some others without ? (or with another texture)

PS: There's no tip to display both textures at the same time in Blender ? :)


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PostPosted: Tue Mar 06, 2007 12:10 pm 
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I don't think so. When you add an uv layout, before unwrapping, all the faces are assigned to the texture. The only way is to use a texture with alpha, mapping the faces that don't have to be textured into alpha part.

About blending the textures in the viewport, I don't know ;) You can mix them at render time setting well the shader


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PostPosted: Sun Apr 01, 2007 9:56 pm 
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I've just updated the Blender export script to support multitexturing. It was a quiet complex job, since the Python API is way different and complex than the last time I had to deal with (years ago now ...).

Image
One object, with differents normal and detail textures. It's ugly, but it shows that we can make a lot of things with this :)


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PostPosted: Mon Apr 02, 2007 10:59 am 
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Great, ready to bake AO ?

How the textures are mixed together ? Add, Mul, Mix...


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PostPosted: Mon Apr 02, 2007 11:31 am 
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It's based on a "mult" blending. See the second case of this post :
viewtopic.php?p=4743#4743

I played a bit with Blender 2.43 baking feature, it's awesome !

Image
This is the result in Raydium of a single layer "full render" baking with an demo scene from the Blender website. Looks great, IMHO :)


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PostPosted: Mon Apr 02, 2007 5:50 pm 
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hey my friend the little monkey :)

I've read the other topic, i'll test with my track 15_terrain.mni to see the result.
ManiaDrive is going to look like a nextgen game !

With full baking, we are able to bake shadows produced by a sun. By placing it at the right position in Blender we could export a map with the AO baked and the sun shadows...

By doing this, shadowing in ManiaDrive could be done only on the car and the props. This way it's probably possible to reduce the size of the shadowmap and have a really crisp shadow under them...

Hum I'm happy !!


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PostPosted: Mon Apr 02, 2007 11:02 pm 
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hum I don't know why it don't work in ManiaDrive.

I managed to bake a track, drive on it in kinghill and see ao baking and shadows but in ManiaDrive, I can just see the first texture.

Other thing, after baking, when I export the new tri with 2 tetxures, the track is really big :) What is the real factor I've to apply on it to gt the right size ?


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PostPosted: Tue Apr 03, 2007 7:27 am 
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Two points here (out of topic ;) ) :
- There's probably an update to make to the mni_generate() function, so multi-texturing can be supported during the "mni to tri" step. I'll try to do this ASAP.
- Not sure to unterstand the size problem. You're talking about "world" size, not file size, right ? If so, this export script does not change anything over the previous version about sizes. Then, I'm not sure to understand your question ;)


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PostPosted: Tue Apr 03, 2007 11:04 am 
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hard to explain with my bad english :)

Do this test :

- run ManiaDrive and chosse a track
- open the console and capture the track
- import the captured track in blender
- export it with or without baking
- open it in mania2, the track is 2 or 3x bigger

To fit the orignal track, we have to resize it before exporting.


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PostPosted: Tue Apr 03, 2007 11:32 am 
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OK, got it :)
The factor you're talking about is 6 (FACT, in mania.h), I think.


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