if you want a demo - strangely he is in london on the pc meeting weekend - ttoally an accident a friend of him is celebrating his bachelor party outside of london on saturday and he is going to be in london on sunday and doesn't know what to do just yet - but beware - hes a hardcore coder guy, at least i don't understand half the stuff he talks about when talking about his work
Hey does anyone know if you can change the vert snap radius of the create polygon function in editpoly? or if there's a maxscript that includes it?
Perhaps I'm being picky but being able to increase it would definitely be a speed boost, or for me atleast lol instead of fiddling around verts trying not to click off into random space.
Just remembered; wasn't there a way to change the size of the verts in the viewport? would that work lol?
got my hands on Photoshop CS4 SWF panel scripting which is a way to execute Photoshop JSX (javascript language) scripts from within a Flash SWF panel. This is how my panel looks like: I am using a custom written skin/ gui- but it can be anything a flash movie could be.
Photoshop seems to come with a script listener plugin that lets you record any recored Photoshop Scripts (in the script panel in Photoshop) as VB or JSX scripts. So just like 3dsMax its a easy way to learn and trace commands within photoshop.
Also http://www.ps-scripts.com/bb/ seems to be a nice resource for Photoshop scripts that can be used that way.
Although some things seem to be blocked or tricky through JSX scripting like creating custom brushes, stamps and alike there still have to be ways to do stuff like this:
Pixelbender execution like this stuff: http://www.smart-page.net/blog/2008/07/10/smartnormal/
So I guess what I am looking into is a way to constuct bitmapData inside AS3 (do whatever I want there) and plot it back into a Photoshop Layer.
I'm a total hack and this is an old model (fully tintable via texture nodes), but I managed to cut up some screen filtering scripts I found at blenderartists (combining edge detection with a depth check) for a depth-based outline effect.
Everyone else has already done this, but I'm sort of learning. I think it basically cross-checks pixels in a 3x3 square for contrast or something to detect the edges, surprisingly really simple... Blender Game Engine is pretty cool.
Though it does look a bit wierd without some subtle cel-shading, so I guess I'll try that next.
@ kodde nice, maya IS fantastic, thought i'd also share my explorations with maya as a game dev tool. http://technicalartlead.blogspot.com/2009/07/ebearmainmel.html
i don't have video of it but at the time i had 360 and wiimote support for the ebears prototype in maya, 2 player - wiimote vs 360 controller
Nice stuff prolow.
I did some more work on my Unity shader editor. Im also going to be selling it starting on November 10th (so dig up the thread and download it before I remove the links!)
I made a quick Unity tool for baking an objects shaders into a single texture. The texture is a unique per object and contains the exact shader color including lighting and specular so they can be displayed on any hardware (iphone for instance).
From what I hear this is what the Unreal Citadel demo does, with some good streaming im sure.
Its a really simple thing to do, especially if you have some texel lookup code laying around so Im not sure why it hasnt been done in an iphone game before.
SimonT, it would require streaming for a large environment. Im not sure if Unity automatically unloads higher res mipmap levels when far away from an object.
90% of the objects in this scene have been baked into single textures with simple unlit shaders. The Baking resolution is about half the final resolution on most of the objects though.
One of the nice things is that decals will be automatically baked into the textures so you can delete the decal meshes at runtime.
Hmm I havent see that id tech demo. It made me realize that this is really the same as megatextures.
I changed the way it renders and now it calculates over 1000 times faster :P The old method was pretty hacky. It can calculate a 2048x2048 atlas in about 25 seconds, although most of that time is generating a "VectorMap" and applying a dilation filter on the final image.
Everything in the scene is baked:
Hmm I havent see that id tech demo. It made me realize that this is really the same as megatextures.
I changed the way it renders and now it calculates over 1000 times faster :P The old method was pretty hacky. It can calculate a 2048x2048 atlas in about 25 seconds, although most of that time is generating a "VectorMap" and applying a dilation filter on the final image.
Everything in the scene is baked:
Cool! Would be awesome if it works also fine on a iphone with that technique.
Eric Chadwick, The objects can consist of unlimited materials and overlapping uvs. The only rule is they require unique normalized secondary uvs, which you would probably already have for lightmapping. Right now Im just generating them them with the flatten map thingy in max, which is not very good but works. Unity3 also has the ability to generate unique uv2's on import so this step could be skipped.
As far at atlasing the actual rendered textures, currently it generates a texture for a single mesh, so I have been combining meshes in max. I do plan on allowing you to apply a bake component to a group of objects and have all the objects combined into a single mesh and make an atlas for the entire group.
I started working on a Object Bitmap Collection tool yesterday. I haven't messed with material stuff before, so it's been a good learning process and also kind of frustrating, hehe.
I made the Object Info tool just the other day, which shows the object info attached to each object if u want, or is the menu, which resizes when u select/de-select something. If you select more than 1 object at once, it shows totals.
My material display still has quite a bit of work left to do on it, but I got a good chunk done and working. I need to figure out how to load in .TGA files though and either convert or render to jpg and display that, since DotNet Bitmap controls don't like loading in TGA files.
Edit: I got more stuff done, and made some UI improvements.
I got it so that if your material isnt a Standard or Multi-sub, it tells u that u cant use them and doesn't crash.
I also figured out after a while of fucking around, how to check the bump map slot for a normal bump modifier, and if that has a bitmap in the normal slot, then collect and display that .
Still got more work to do... but it's getting there...
Yeah... I got alot further on this now... almost there. I got TGA files supported now, thumbnail resizing with a slider, more bitmap info, and it finds bitmaps better.
The only nagging/main issue now is with Multisubs when u name the 2nd or so on IDs other than like 1,2 and do like 1,3. But I think I might know how to solve that..... I hope.. haha..
Oh, and that info thing isnt up for DL yet. I will prob. update my toolbar with the bitmap collector and that tool here soon. I want to try and fix more stuff and add more features to the bitmap tool yet before I release it.
Fuck... yeah, material stuff in max is a pain in the ass... hehe.
BUT, I didn't let is kick my ass.. I need to test more, but I think i FINALLY got multisubs working right now. I was having issues with it before when u'd set the ID number to anything out of order, like from 1,2,3 to 1,123, 5.
Got rightclick menus figured out/working in a somewhat hacky way, and got the rightclick options all working as well . Multi-sub issues are solved... UNLESS you have multi-subs within multisubs... which I kind of got figured out in a separate script.. but it's a huge pain in the ass, so I might not support it, idk yet.
It was a mother fucker.... and I was gonna stop trying like 4 diff times, but I had chunks of it figured out, than this morning in the shower realized how I could do it, and i FINALLY!!! got MultiSub within Multisub bitmaps detected properly and added to my thumb display :D
It DOESN'T support MultiSub within MultiSub within Mutlisub... but fuck that, lol.
Loving the stuff here. I just posted this to tech-artists.org but thought I'd post here as well.
I've been working on a GPU lightmap renderer for some time but recently tried my hand at lighting volumes. There's a video below and more info on my blog copypastepixel.blogspot.com if you're interested. The lighting volumes were generated in my lightmap renderer and the video was captured from a deferred render engine I've also been working on.
Im making a minecraft style game, but taking place on the moon :P
This demo is a very small map and is generated procedurally each time it loads. The tech does support huge terrains, but at a cost of generation and loading time.
You can build with left click and dig with right click.
Oh!
While you are at this point, can you maybe make a version that has a simple net code in the future? Something like this would be GREAT for cooperative level design.
Hey Kurt, ever play a mod called SourceForts? The whole idea was that both teams had a limited amount of time to build a fort, and then you had to invade the other teams fort and steal something and take it back to your fort.
Voxels looks like they would make for mighty good forts. Just sayin'. :P
Replies
if you want a demo - strangely he is in london on the pc meeting weekend - ttoally an accident a friend of him is celebrating his bachelor party outside of london on saturday and he is going to be in london on sunday and doesn't know what to do just yet - but beware - hes a hardcore coder guy, at least i don't understand half the stuff he talks about when talking about his work
Perhaps I'm being picky but being able to increase it would definitely be a speed boost, or for me atleast lol instead of fiddling around verts trying not to click off into random space.
Just remembered; wasn't there a way to change the size of the verts in the viewport? would that work lol?
You gotta love Maya. I absolutely love to build small experiments.
[ame]http://www.youtube.com/watch?v=inE8VYX0bZM[/ame]
except for those who tell you that obviously possible things are not possible
It's loads of fun. Interactive Playback of a Dynamics Simulation is the trick. Some fairly simple expressions and creative ideas will do the trick.
I am using a custom written skin/ gui- but it can be anything a flash movie could be.
Some steps I went through:
http://www.ps-scripts.com/bb/viewtopic.php?f=26&t=3566&sid=91ef4d8df94a3758dd21f88499b5a4f1
Photoshop seems to come with a script listener plugin that lets you record any recored Photoshop Scripts (in the script panel in Photoshop) as VB or JSX scripts. So just like 3dsMax its a easy way to learn and trace commands within photoshop.
Also http://www.ps-scripts.com/bb/ seems to be a nice resource for Photoshop scripts that can be used that way.
Although some things seem to be blocked or tricky through JSX scripting like creating custom brushes, stamps and alike there still have to be ways to do stuff like this:
Pixelbender execution like this stuff:
http://www.smart-page.net/blog/2008/07/10/smartnormal/
So I guess what I am looking into is a way to constuct bitmapData inside AS3 (do whatever I want there) and plot it back into a Photoshop Layer.
Everyone else has already done this, but I'm sort of learning. I think it basically cross-checks pixels in a 3x3 square for contrast or something to detect the edges, surprisingly really simple... Blender Game Engine is pretty cool.
Though it does look a bit wierd without some subtle cel-shading, so I guess I'll try that next.
Namely a vertex morphing shader. Need to make a new model for demonstration though.
www.shawnkirsch.com
http://technicalartlead.blogspot.com/2009/07/ebearmainmel.html
i don't have video of it but at the time i had 360 and wiimote support for the ebears prototype in maya, 2 player - wiimote vs 360 controller
another project that just used mouse input. but was where i first realized the potential to use maya instead of c++, unity, or game maker, etc
http://technicalartlead.blogspot.com/2009/07/solar-game-prototype-in-maya-from-igdf.html
I did some more work on my Unity shader editor. Im also going to be selling it starting on November 10th (so dig up the thread and download it before I remove the links!)
From what I hear this is what the Unreal Citadel demo does, with some good streaming im sure.
Its a really simple thing to do, especially if you have some texel lookup code laying around so Im not sure why it hasnt been done in an iphone game before.
90% of the objects in this scene have been baked into single textures with simple unlit shaders. The Baking resolution is about half the final resolution on most of the objects though.
One of the nice things is that decals will be automatically baked into the textures so you can delete the decal meshes at runtime.
megatexture
get carmack working on the iphone stat!
id Unleashes Impressive Rage On The iPhone (Kotaku)
I changed the way it renders and now it calculates over 1000 times faster :P The old method was pretty hacky. It can calculate a 2048x2048 atlas in about 25 seconds, although most of that time is generating a "VectorMap" and applying a dilation filter on the final image.
Everything in the scene is baked:
Texture Atlas Generator
Cool! Would be awesome if it works also fine on a iphone with that technique.
As far at atlasing the actual rendered textures, currently it generates a texture for a single mesh, so I have been combining meshes in max. I do plan on allowing you to apply a bake component to a group of objects and have all the objects combined into a single mesh and make an atlas for the entire group.
in someone's maya script editor then run over to your computer open cmd prompt, and type telnet ip port. Watch the fun haha...
This thread isnt for asking questions, id start a new one if i were you
I made the Object Info tool just the other day, which shows the object info attached to each object if u want, or is the menu, which resizes when u select/de-select something. If you select more than 1 object at once, it shows totals.
My material display still has quite a bit of work left to do on it, but I got a good chunk done and working. I need to figure out how to load in .TGA files though and either convert or render to jpg and display that, since DotNet Bitmap controls don't like loading in TGA files.
Edit: I got more stuff done, and made some UI improvements.
I got it so that if your material isnt a Standard or Multi-sub, it tells u that u cant use them and doesn't crash.
I also figured out after a while of fucking around, how to check the bump map slot for a normal bump modifier, and if that has a bitmap in the normal slot, then collect and display that .
Still got more work to do... but it's getting there...
Looks cool. I also played around with material stuff and i hate it! Good luck for you
Is that turbo tool with the object info, available to download?
Yeah... I got alot further on this now... almost there. I got TGA files supported now, thumbnail resizing with a slider, more bitmap info, and it finds bitmaps better.
The only nagging/main issue now is with Multisubs when u name the 2nd or so on IDs other than like 1,2 and do like 1,3. But I think I might know how to solve that..... I hope.. haha..
Oh, and that info thing isnt up for DL yet. I will prob. update my toolbar with the bitmap collector and that tool here soon. I want to try and fix more stuff and add more features to the bitmap tool yet before I release it.
And heres a playable prototype(windows):
http://www.keenleveldesign.com/pimp/portal2d/Portal2D_Wip_02.zip
BUT, I didn't let is kick my ass.. I need to test more, but I think i FINALLY got multisubs working right now. I was having issues with it before when u'd set the ID number to anything out of order, like from 1,2,3 to 1,123, 5.
I also added more UI controls/options
is there a way to shoot portals?
http://keenleveldesign.com/pimp/portal2d/Portal2D_Wip_06.zip
Another shot:
It DOESN'T support MultiSub within MultiSub within Mutlisub... but fuck that, lol.
http://www.matthewlichy.com/Scripts.html
I've been working on a GPU lightmap renderer for some time but recently tried my hand at lighting volumes. There's a video below and more info on my blog copypastepixel.blogspot.com if you're interested. The lighting volumes were generated in my lightmap renderer and the video was captured from a deferred render engine I've also been working on.
[ame]http://www.youtube.com/watch?v=3hJjgkuRRIg[/ame]
Im making a minecraft style game, but taking place on the moon :P
This demo is a very small map and is generated procedurally each time it loads. The tech does support huge terrains, but at a cost of generation and loading time.
You can build with left click and dig with right click.
Download:
http://www.keenleveldesign.com/pimp/moonforge/MoonForge_Wip_03.zip
awesome just would have been too much letters to write
While you are at this point, can you maybe make a version that has a simple net code in the future? Something like this would be GREAT for cooperative level design.
Voxels looks like they would make for mighty good forts. Just sayin'. :P
btw, heres a newer version with some textures and usability tweaks. It also loads the level instead of generating a new one each time, so your changes will be saved
www.keenleveldesign.com/pimp/moonforge/MoonForge_Wip_05.zip