taken from gears of war forum [ QUOTE ] Nov 7th game ships, EB games and Gamestop stores will have copies on the 8th for sale. Nov 12th Walmart, Bestbuy and all other stores that sell games will have their copies. The "official" day is the 12th but that's only because every store should have available copies then. They're…
oh well it doesn't look that different from valve. Valve used 3 rgb lightmaps, each storing light intensity, color and shadows for each direction. Epic seems to store shadows, intensity and colors independently.It's maybe more flexible. Simple lightmap doesn't look to store shadows. It's just storing regular lighting…
Howdy. I wonder if any of you are using compressed normal maps? We're about to start supporting it in our engine. For a 256x256 map, it's a filesize savings of like 55%... 192Kb for 24bit TGA vs. 86Kb for DXT5. So I've been talking with Doug Rogers, developer relations guy at Nvidia, about how the DXT5 format is used for…
To celebrate "Two point five weeks" of the Polycount Update we've added 2 new shirts to the store for a limited time* - Wizard Blu and Wizard Red. These are added in celebration of the Polycount Update and what Valve had to say about the launch and working with us on the 'Polycount Pack'. We added them to the store for…
A little tip about the multiple platform plans. We put our first games on Appstore, Google Play, Ovi Store, Amazon Store, BlackBerry Appworld and Samsung Apps. It took a lot of time and wasn't really worth it in the end. The revenue from the other stores (non Appstore) are really slim, Google Play would be the worst store…
DXT1 compression uses 2 bits per pixel giving 3 colours, now only two colours are stored the other two are generated. The colours are stored in 565 format. The other two colours are generated from the stored two colours C0 and C1. usually C0 is > C1. For textures with alpha C0 can be < C1 in this case you only have C2 as…
Oh, and the reason red is moved and not green or blue is simple. Blue is the least useful colour in the normal map, so we move either green or red. But DXT compression of the 16bits favours green - it uses 5 bits to store red, 5 bits to store blue and 6 bits to store green. So, we shift the red into the alpha channel and…
also - if you're going to be iterating on a resource you can select where it's stored on import . i forget which one I usually used but one of them makes it easier to manage what you've imported
As long as you understand the concepts behind direction/radiosity lightmapping, applying the same thing to a vertex bake isn't much different. At a base level, you're constructing three new orthogonal vectors around the normal, and baking once for each of those instead of using the normal itself. You then need to store…