Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: DaBrain on July 25, 2010, 09:57:00 am
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The developers of the Shadows of Lylat team decided to drop the old ambient light system and go for diffusely convolved cube maps.
While the changes in the shaders are no problem, there is a bit of extra work needed for the cube maps.
Of course I'd like have the final cubmaps as close to the original background as possible.
I'm not 100% sure, but I think there was a way to export the currenly used cubemap from FSO, or grab it somewhere.
Could somebody point me in the right direction? ;)
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If I'm reading this correctly...
You want programmatic access to the automatically generated cubemap? Or do you just want to export?
Also, diffusely convolved cubemaps FTW!
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I just want to export it. I'll do the blurring myself.
It looks pretty awesome. :)
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Step 1: Enable the "save render targets to file" command line/launcher flag.
Step 2: Start FSO.
Step 3: Load a mission.
Step 4: Alt-Tab away from game.
Step 5: Go to /yourmod/data/cache and copy "cubemap.dds" to wherever you want.
Step 6: ???
Step 7: Profit!
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That sounds promising!
Thanks, I'll try that. :)
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The developers of the Shadows of Lylat team decided to drop the old ambient light system and go for diffusely convolved cube maps.
I'm curious as to what exactly does this mean? What kind of changes are needed in shaders and how exactly the two differ in-game?
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This thread should answer your question.. ;)
http://www.hard-light.net/forums/index.php?topic=65535.msg1306320#msg1306320
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Yep, that pretty much covers it.
You don't need a special shader. In fact it would be better to edit all specular maps. We're just taking the easy way.
As far as the visual difference goes:
This is the old ambient light system:
(http://i30.tinypic.com/280rux2.jpg)
This is a shot without ambient lighting (and no emissive light either), but with a diffusely convolved cube map:
(http://i29.tinypic.com/ofd3ky.jpg)
I'd recomend waiting for the material system before you use it though.
You loose all sharp reflections and you'll probably have to edit most if not all specular maps.
On the plus side, it doesn't cost any performance and it doesn't kill the normal maps anymore, like the ambient light does.
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Sexy ship.
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Does the ambient lighting change according to the normal map, or only according to the per-vertex normals (model smoothing)?
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The "lighting" changes according to the normal map with per-pixel precision.
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Win.
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Win.
Epic Win, actually.