It would be easier and more usefull .. to write down all command with parameters list .. and function ..
and i have a question // will it calculate LM for maps with password ?
Shadow calculation and lightmaps explained
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- masleyko
- Translator
- Posts: 92
- Joined: 21 Dec 2010, 01:05
- Manialink: sawclan
- Location: Zilina, Slovakia
Re: Shadow calculation and lightmaps explained
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Re: Shadow calculation and lightmaps explained
is there any difference between applying the shadow calculation parameters to maniaplanet.exe or to maniaplanetlauncher.exe?
what about masleykos question?
I guess in this case the lightmaps will only be stored in the cache but not overwrite the lightmaps in the GBX files with password?
what about masleykos question?
I guess in this case the lightmaps will only be stored in the cache but not overwrite the lightmaps in the GBX files with password?
Re: Shadow calculation and lightmaps explained
why don't you just test it yourself?
i might be wrong but i think that even passworded maps will be calculated correctly
i might be wrong but i think that even passworded maps will be calculated correctly
Re: Shadow calculation and lightmaps explained
Because others might already have tested it.
And I asked here to get a more official answer and not just a good guess
And I asked here to get a more official answer and not just a good guess
Re: Shadow calculation and lightmaps explained
just one minor question regarding the automatic shadow calculation with the command line:
what are these files increasing the shown map count?
even when my Maps folder is empty it says 0/7 or something like that (and finishes instantly of course)
after calculating today it finished at 110/121, i'm just wondering what these ignored maps are
what are these files increasing the shown map count?
even when my Maps folder is empty it says 0/7 or something like that (and finishes instantly of course)
after calculating today it finished at 110/121, i'm just wondering what these ignored maps are
Re: Shadow calculation and lightmaps explained
BTW: the command line shadow calculation can't use custom objects
could that be fixed please?
could that be fixed please?
Re: Shadow calculation and lightmaps explained
OMG!steeffeen wrote:BTW: the command line shadow calculation can't use custom objects
could that be fixed please?
- luftisbollentm2
- Translator
- Posts: 614
- Joined: 25 Aug 2011, 23:01
Shadows
Isn´t it possible to use baked shadows in maniaplanet ?
(baked shadows = already done, part of an object)
or what about live shadows ? are that feature to heavy ?
(baked shadows = already done, part of an object)
or what about live shadows ? are that feature to heavy ?
PC: Amd x2 2500mhz 6gb ddr2 ati 5850 1024mb
best valley clip http://instagram.com/p/bTvCURtPCo/#
really show what valley is about <3
best valley clip http://instagram.com/p/bTvCURtPCo/#
really show what valley is about <3
Re: Questions and answers
This is all already there since Canyonluftisbollentm2 wrote:Isn´t it possible to use baked shadows in maniaplanet ?
(baked shadows = already done, part of an object)
or what about live shadows ? are that feature to heavy ?
Usually you have to calculate the shadows before you save your new map or track.
The calculation will take into accound all mountains, blocks and static objects.
So the lightmap results from all lights, shadows and also textures, since there is some kind of raytracing or raycasting used.
You have the choice of different quality settings (very fast, fast, normal, high), and if you have enough processing power and time, you can select Ultra to have the best possible results.
More details here Shadow calculation and lightmaps explained
And depending on the performance, features of your video card, and the video settings in ManiaPlanet,
you can have realtime calculated shadows (mostly simple blur, or "stencil shadow").
Re: Shadow calculation and lightmaps explained
Moin
As the most of you know the batch conversion fails frequently on maps with blockmix. I was converting a lot of stadium tracks when at a certain point this happend. Starting again i saw that it failed on a map called RR-LOL 1. But there was something strange. This map was not on my documents at all. Trying a few times maniaplanet so was still getting this file.
After a long search i found it. It was in my Recyle bin
As the most of you know the batch conversion fails frequently on maps with blockmix. I was converting a lot of stadium tracks when at a certain point this happend. Starting again i saw that it failed on a map called RR-LOL 1. But there was something strange. This map was not on my documents at all. Trying a few times maniaplanet so was still getting this file.
After a long search i found it. It was in my Recyle bin
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