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Re: Shadow calculation and lightmaps explained

Posted: 02 Mar 2013, 06:32
by masleyko
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 ?

Re: Shadow calculation and lightmaps explained

Posted: 13 Mar 2013, 21:40
by TMarc
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?

Re: Shadow calculation and lightmaps explained

Posted: 13 Mar 2013, 22:16
by steeffeen
why don't you just test it yourself?
i might be wrong but i think that even passworded maps will be calculated correctly

Re: Shadow calculation and lightmaps explained

Posted: 13 Mar 2013, 23:05
by TMarc
Because others might already have tested it.
And I asked here to get a more official answer and not just a good guess ;)

Re: Shadow calculation and lightmaps explained

Posted: 12 Apr 2013, 15:03
by steeffeen
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 :D

Re: Shadow calculation and lightmaps explained

Posted: 12 Apr 2013, 20:46
by steeffeen
BTW: the command line shadow calculation can't use custom objects :(
could that be fixed please? :3

Re: Shadow calculation and lightmaps explained

Posted: 12 Apr 2013, 21:23
by darmaya
steeffeen wrote:BTW: the command line shadow calculation can't use custom objects :(
could that be fixed please? :3
OMG! :shock:

Shadows

Posted: 23 Apr 2013, 20:25
by luftisbollentm2
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 ?

Re: Questions and answers

Posted: 24 Apr 2013, 00:01
by TMarc
luftisbollentm2 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 ?
This is all already there since Canyon ;)
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 :arrow: 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

Posted: 24 Apr 2013, 01:15
by weerwolf
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 :roflol: