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Author Topic: quality 3d mapping in SDl ?. impossible.  (Read 2628 times)

Vel

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quality 3d mapping in SDl ?. impossible.
« on: April 30, 2012, 03:44:59 pm »
1. outlands "crack's" in SDL with 1 texture.

http://imagr.eu/up/4f9e968e495270_missingShadows.png

2. how it in 2d? - in 2d there are shadows.

http://imagr.eu/up/4f9e96ca5c2d29_missingShadows2.png

3. But you will say "Turn on F9 and this problem is solved" - okay:

http://imagr.eu/up/4f9e9710bbee04_missingShadows3.png

Quote from: "Zim4ik"
Dear noggit dev`s,
This, is the work of my friend. This land was made in noggit 1.3
Make a new versionzz)))
This is my screen using the 120 noggit rev.
origin screen: http://img861.imageshack.us/img861/3131 ... 100500.jpg
This is possible only in noggit 1.3 [2008] by becket. (and maybe on r104)

what is missing?



I think it would be nice to create a new function:
enable  disable shader mode: shift + a - enable | Shift + z - disable
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Steff

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Re: quality 3d mapping in SDl ?. impossible.
« Reply #1 on: April 30, 2012, 07:25:41 pm »
Why do you crop the images. I cant see your cords?
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Vel

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Re: quality 3d mapping in SDl ?. impossible.
« Reply #2 on: April 30, 2012, 07:39:05 pm »
Quote from: "Steff"
Why do you crop the images. I cant see your cords?

this is custom map from zero "Otherlands" id 4860.

I wanted to show that it is very difficult to make without shadows.
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Mjollna

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Re: quality 3d mapping in SDl ?. impossible.
« Reply #3 on: April 30, 2012, 07:45:15 pm »
Mmh, I understand your point (something about normals I guess), and indeed it's not very handy.
However, you can still do detailed texturing with this version you couldn't do easily with the previous ones.

« Last Edit: February 20, 2019, 04:12:14 pm by Mjollna »

Fyrion

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Re: quality 3d mapping in SDl ?. impossible.
« Reply #4 on: April 30, 2012, 08:11:06 pm »
Both ways are simple.. uneffective. But Steff already told me, they could/would change this in the future. :)
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Steff

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Re: quality 3d mapping in SDl ?. impossible.
« Reply #5 on: April 30, 2012, 10:04:56 pm »
We are also setup a repo for fixin smaler bugs in SDL.
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schlumpf

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Re: quality 3d mapping in SDl ?. impossible.
« Reply #6 on: April 30, 2012, 10:35:28 pm »
Uhm, ... what? You set up a different repository for fixing stuff and working on a different version? Why? Why in hell would you do that? Really, why? Why don't I see any commits to the original one but see things changed on screenshots? The fuck?
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Steff

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Re: quality 3d mapping in SDl ?. impossible.
« Reply #7 on: April 30, 2012, 10:43:02 pm »
Because the SDL version is useable the QT not :) And we all want to work on stuff till QT is ready.
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Steff

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Re: quality 3d mapping in SDl ?. impossible.
« Reply #8 on: April 30, 2012, 10:45:03 pm »
viewtopic.php?f=48&t=1738
Shadow fixed. Help should now be correct.
Have fun :)


http://imagr.eu/up/4f9efc8600ea44_Light.jpg
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schlumpf

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Re: quality 3d mapping in SDl ?. impossible.
« Reply #9 on: April 30, 2012, 10:58:38 pm »
Uhm .. And how does that justify a separate repository? That just does not make any sense at all. Just make a branch on the original repository.
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Steff

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Re: quality 3d mapping in SDl ?. impossible.
« Reply #10 on: April 30, 2012, 11:29:52 pm »
Its no seperated repo. I just upped the source in the Maruum repo because all coders have still acces there.
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schlumpf

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Re: quality 3d mapping in SDl ?. impossible.
« Reply #11 on: May 01, 2012, 09:48:19 am »
That's a separate repository.

Please just move stuff to the Noggit repository again, as I don't even know about the Maruum repository, nor have access.

Noggit is not Maruum. Period. There is no reason putting it there. I can give write access to anybody you want, you should actually be able to do that as well, on the Noggit repository, so that's not an argument.
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Steff

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Re: quality 3d mapping in SDl ?. impossible.
« Reply #12 on: May 01, 2012, 10:02:55 am »
I don´t know where you problem is. This was only for fixing some stuff in the old code. QT is the future and we put it on the Maruum repo that holds the Maruum patch files that hanfer can creat a linux version.
It will get deleted there again the next days if we found the model add bug and fixe it..

Also I thought you left the scene so why do you care about?

Main noggit development will run in the open repository as it should.
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schlumpf

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Re: quality 3d mapping in SDl ?. impossible.
« Reply #13 on: May 01, 2012, 10:14:46 am »
Quote
Also I thought you left the scene so why do you care about?
I helped maintaining that project for 3 years of my life. WoW has taken up more than five years of my life. Of course I still care about stuff.

The problem is, that even if this is stuff being for an old version, there is no reason not to just continue on the branch for that version and apply fixes there. Then you can even pull those changes into the Qt branch, which now you can't, except for pushing  all changes at once, which is awful.

Also, this introduced exactly the issue I was afraid of: There is no link from the Noggit repository to your's as first that one is private and second, it is not just forked but "pasted there", as you said. This is introducing clutter, people don't see that the actual project is advancing — as it is right now, seeing as you do changes. For example, I would love to see the commits you made on that thing, like shadows working again. I won't be able to. That's not the idea of making it open source. That was exactly the other way around.

In the end, fixing stuff on old code, should happen on the old code.
Creating a linux version, should happen on the other version's code.
Fixing a bug,  should be on the official code.

You're even one of the people maintaining the code in the last years, not some random person who thinks it would be great to release his own version of Noggit. I just don't understand this. What you are doing on this version is the main development and should be on the open repository.
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Steff

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Re: quality 3d mapping in SDl ?. impossible.
« Reply #14 on: May 01, 2012, 10:25:28 am »
I dont add this to main repo because I am just not able to do this. I worked on the base of the sdl version during you swap to qt and I have not the skill and not the time to make a fork out of it. So if you like I can send you current stuff and you can integrate. As long I don´t have to care :)

I don´t want to disparage you work, and you know this!

So if you like just talk to me on ICQ what you want to do now or in the future and I will give you all support I can. Fixing shadows was just reactivating it again. Someone commented outdoor lighting out :)

And all the other suff I did on this version will not be go into qt because it was SDL stuff.
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