Vertex lighting

topics related to the grandcarma mod only

Moderator: coffeycup

Post Reply
User avatar
Harmalarm
motorised death
Posts: 1194
Joined: Tue May 13, 2008 3:56 am
Location: Den Haag, Holland

Vertex lighting

Post by Harmalarm » Sun Aug 03, 2008 3:10 pm

Yeah! finally a breakthrough in the lighting of the models. Turned out there was a different Script that could handle the lighting a lot better! Lighting in MAX is now exactly the same as ingame, so I can do the lighting a lot easier.

Look at this;

daytime renders
[img]http://img118.imageshack.us/img118/4025/day11zb0.jpg[/img] [img]http://img115.imageshack.us/img115/7448/day21th5.jpg[/img]

nighttime renders
[img]http://img206.imageshack.us/img206/1610/night11bd0.jpg[/img] [img]http://img50.imageshack.us/img50/4625/night21dw1.jpg[/img]

See that awesome blue depressing tunnel over there? :nyaha: This was just a somewhat sloppy experiment, but It proves it can make the mod a LOT more interesting to look at. I didn't even know I could make different lighitng for different times of the day! But I will definately use this for the mod!

User avatar
Toshiba-3
アルカリ (単3形)
Posts: 3896
Joined: Thu Jul 24, 1986 12:13 pm
Location: Belgium/France
Contact:

Vertex lighting

Post by Toshiba-3 » Sun Aug 03, 2008 4:13 pm

Wow, that's quite a change !
Good to see you've been able to ease your work !

Actually both C1 and C2 support a similar feature, but it seems to be disabled in the final C2. It is not vertex lighting but vertex diffuse colors. I guess they thought diffuse colors by materials was enough...
Anyway that feature is used in C1 and in early C2 demos to "burn" the car in some spots, fading a black color around the vertices.
Image / carmageddon add-ons at road reaction

User avatar
Harmalarm
motorised death
Posts: 1194
Joined: Tue May 13, 2008 3:56 am
Location: Den Haag, Holland

Vertex lighting

Post by Harmalarm » Sun Aug 03, 2008 4:57 pm

Oh, I didn't know that. And there is no chance to get it working in C2 again? No, I guess it's in the engine right?

User avatar
Harmalarm
motorised death
Posts: 1194
Joined: Tue May 13, 2008 3:56 am
Location: Den Haag, Holland

Vertex lighting

Post by Harmalarm » Sun Aug 10, 2008 12:52 pm

The whole mod is undergoing a mayor Facelift. The vertex lighting is now allmost done, appart from the floating tracks in the sky. But the result is really sweet!

Here's a short trip around the worldmap as it is now. Mostly night screens, because the lighting really looks good at night, but both day and night are now correct! :sglasses:

[img align=C]http://harm.toshiba-3.com/files/grandca ... elift4.jpg[/img]

R66C
hit n run
Posts: 125
Joined: Sun Feb 08, 2009 8:34 am

Vertex lighting

Post by R66C » Sun Aug 10, 2008 1:14 pm

Wow, man, that's such a fantastic job! These lights looks like great, eye-candy stuff :tup: . Reminds me some good ol' sci-fi movies... Can't wait to ride here at night by myself :sglasses: .
BTW, what is it looks like - work with lightning? In the Mafia maps people use lightmaps - dunno how to explain it... It's kinda 2-nd transparent shaded model, placed and sized exactly as the object you work with - well, actually, it's the same object, but retuned by the means of 3D Max. So, how 'bout GTA? It's the same system or something different? I'm just interesting.

User avatar
Harmalarm
motorised death
Posts: 1194
Joined: Tue May 13, 2008 3:56 am
Location: Den Haag, Holland

Vertex lighting

Post by Harmalarm » Sun Aug 10, 2008 4:08 pm

Like the topic says, it's done by vertex lighting. Every vertex (or point as you might call it) get's another value assigned, in this case probably a corour value. I'm not familiar with the real technical info, I'd suggest the wiki for it. But I can apply my rendered data in 3dmax to the mesh itself using radiosity lighting and shading. That way the models have a kind of static shadow and lighting, which looks a lot better that the plane basic lights from max. :sglasses:

R66C
hit n run
Posts: 125
Joined: Sun Feb 08, 2009 8:34 am

Vertex lighting

Post by R66C » Sun Aug 10, 2008 4:31 pm

Thanks for answer, Harm. Yeah, it sounds familiar to me - some time ago building of this lightning in the Mafia was such a headache :smile: . Yup, it brings the whole different effect! Keep up good work :sglasses: .

User avatar
hazardic
turbo bastard
Posts: 411
Joined: Tue Dec 25, 2007 8:14 am

Vertex lighting

Post by hazardic » Sun Aug 10, 2008 7:40 pm

cool work! i like the night ambience light - especially on the snow track!
cant't wait to test it all=)))

User avatar
Razor
Stomping-on-Kittens
Posts: 2483
Joined: Sat Dec 01, 2007 6:38 pm
Location: England, UK
Contact:

Vertex lighting

Post by Razor » Sun Aug 10, 2008 7:55 pm

I wish i had enough hard drive space to install san andreas, looking at these screen just makes me jealous and then i begin to cry.
Great job!
[ Razor @ Toshiba-3 Network ] [ My Downloads ] [ My Carma Items ] [ Conversion lists ]
To download the BETA Mod and more information on my other work, visit me @ http://razor.toshiba-3.com

User avatar
Toshiba-3
アルカリ (単3形)
Posts: 3896
Joined: Thu Jul 24, 1986 12:13 pm
Location: Belgium/France
Contact:

Vertex lighting

Post by Toshiba-3 » Mon Aug 11, 2008 3:24 pm

Damn nice, these tracks are really starting to have a new life !

What file is modified when you do that ? The IMG one ? I'm eager for updates heh !
Gotta try that again with C2 vertices damnit...
Image / carmageddon add-ons at road reaction

User avatar
Harmalarm
motorised death
Posts: 1194
Joined: Tue May 13, 2008 3:56 am
Location: Den Haag, Holland

Vertex lighting

Post by Harmalarm » Mon Aug 11, 2008 6:05 pm

Thanx guys! Yes I agree, it makes the mod a lot better.

@tosh; yeah, the big Grandcarma.IMG file contains all the models and needs an update. This file has all the models, all the collision files and all the textures. As soon as I've done all the tracks, so also the sky-tracks, I will upload it.
Also the ide and ipl files (files that define the placement of the objects and their behaviour) need an update, because the vertex light changed some settings.

Post Reply

Who is online

Users browsing this forum: No registered users and 1 guest