<i><b>'It would seem i have the God given gift of making people hate me'</b></i>
As some of you would know, I posted in <b>Indecom4000</b>'s bumpmapping thread, about what exactly his technique was called, a tutorial on implementing it and about possibly releasing the .gm6 (so i could tell him any improvements i know of)….. and he absolutely blew up at me and accused me of egotising because he had asked in my <b>L2S</b> thread (which i may add i hadn't even noticed at the time, since i check it irregularly) whether he could implement his Bumpmapping technique into my lighting engine. I was just about to ask him to calm down and that i didnt mean to insult him…. but then i got an PM from <b>GearGOD</b> telling me not to reply…. I still dont really understand why but maybe he thought i was just going to make a fool of my self (quite possible). He had asked <b>GearGOD</b> to join forces with him to take me down a few pegs and make their own <b>super</b> lighting engine, which as we all known is pretty much asking for <b>GearGOD</b>'s bloggy wraith. So instead i just removed anything i could see in my post that could be misconstrued as insultory (not much) and left it as that. But, never fear, i hold no grudges, it was just bit of a surprise coming from an apparent 21yr old. OH well, Adults these days…pfff.Ummm, I've been neglecting Redemption/Condemned/What-ever you wanna call it, and instead done a fair chunk of my next version of my lighting engine. Heres a fairly early alpha pic:<A HREF='http://64digits.com/users/Pheonix101/Pheonix_L3S.png' >Pheonix_L3S_pic</A><b>What i've done so far :</b> - <b><i>Soft Shadows:</b></i> I've fully optimised and integrated the technique <b>GearGOD</b> gave me in my last blog, my own algorithm being too maths heavy for GM to handle. <b>GearGOD</b> will get credits.- <b><i>Light Bloom:</b></i> Got a fairly nice light bloom up and running. It includes 3 types of blurs and im working on a method for determining the average luminance of the surface to make an automatic intensity adjuster. - <b><i>Static Casters:</b></i> Implemented but havent tested a full ds_list based static casting system. - <b><i>Emboss Bumpmapping:</b></i> Works fairly well, the one in the pic is old. It works fairly realistically since you tell it the height range of your bumpmap and it casts similar to a shadow based off relative z's and positions. So lower lights will cast a longer bumpmap shadow.- <b><i>Modulation:</b></i> Gave the user the choice of what modulation level to use. Before it was set as 1 (aka 1 multiply) but now you can set it as high as you like. Basically it extends the <i>intensity</i> range of your lighting surface while decreasing its accuracy.-Some other unimportant stuff i dont rememberWell Peace out,<b>PS:</b> has 'Peace out' became a cleche, every one seems to be using it in there blogs, maybe were in for another hippy generation.
Lighting engine is looking great, the new one sounds a lot better.
And that guy was 21? Jesus, why does he care so much?Damn, that sucks, Ive seen alot of things that have happened in other forums that were alot crazier though. And most probably that 21 yr old dude was most probably a 11yr old faking to be a 21 yr old.
I know what you mean, and the lighting engine is looking pretty cool. Though, the barrel's shadow looks a little strange - it gets thinner then gets wider as it ends with the circle. Maybe make it a bit thicker.
Looking at that screen, all I can say is.. WOW.
looking at the screen, all I can say is… I won't be able to play it.
Spell Phoenix right!
Get Linux.I highly doubt that guy is 21. I judge him to be around 13-15.
Anyway, looking forward to l3s since static shadows is something I haven't managed to do with my understanding of your code. There's also the fact that I've been forced into writing that goddamn GUI which apparently may become useless with the arrival of GM7.And for reference.. I'm not as evil as you think. I get half a dozen PMs on a typical day and unless they're incredibly stupid, give helpful advice.