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GTA Modification Forums
[WIP] Model testing gallery Only Post Your OWN Work
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supermortalhuman  |
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522A4EA9

Group: BUSTED!
Joined: Jun 9, 2009


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| QUOTE (DexX @ Jul 2 2009, 15:23) | | The actual description seemed to be useful only to humans |
Brilliant, I wonder why they removed it though. | QUOTE | | you can read my notes here. |
Not really understanding, I see header file mentioned a lot, we know that's not my tea! Am I looking at the removed data, or just not understanding written notes? I will assume the latter, since I move vertex but can't read them (loose/broad)  | QUOTE | | They might have some kind of prelight data; even the weapons have a vertex color that is probably used for something, although what exactly i don't know. Every 3d object in the game is dynamically lit. So every vertex should have at the minimum, a position and a normal. |
Yea, normal direction is a given I guess. I would also guess it's easier to turn/switch vertex colors on and off on a model to light from the muzzle blast than it is to send it that light dynamically from from a light that blinks that fast. Who knows. I have no reason/education to even guess that, since for all I know, they could have omnis in all the muzzles. While I imagine it may be done entirely in collision, could they use vertex color for telling the game the material of a surface? (impact damage decals like car-to-wall appear to be on the model, either that or the collision is just really tightly done). I just have it in my head that I want to believe that they used those values for something else all clever-like, where a blue vertex might mean stone and a brown one might mean brick  | QUOTE | | About the padding, that seems to be a more common issue in general. |
Has anyone wrote about that anywhere? Is it a case of the game knowing it's own weight and expecting no gain/loss/change? Any new guesses about why vetex end up in random places? This post has been edited by supermortalhuman on Friday, Jul 3 2009, 15:26
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Jost_Vice  |
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realtime, not prerendered

Group: Members
Joined: Oct 30, 2005



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| QUOTE (Neos7 @ Jul 3 2009, 15:33) | | understand so i use dxt5 only where is the alpha for the texture |
DXT5 is not needed everywhere, use DXT3, that is better compressed than DXT5. Only use DXT5 for when you need soft blending transparency. DXT3 for any sharp alpha. I can show you examples if you don't understand  | QUOTE (supermortalhuman @ Jul 3 2009, 16:21) | While I imagine it may be done entirely in collision, could they use vertex color for telling the game the material of a surface? (impact damage decals like car-to-wall appear to be on the model, either that or the collision is just really tightly done). I just have it in my head that I want to believe that they used those values for something else all clever-like, where a blue vertex might mean stone and a brown one might mean brick  |
I guess they aren't changing and being traditional, so collision is holding up the material info like in the old GTAs. At least from the WFT we can see they are. I think, if I didn't forget anything, vertex color is only used for lighting and the texture blending on the terrains. There are some models that use static lighting, like the interiors (using lightmaps) but I think that's all, only vertex colour lighting... This post has been edited by Jost_Vice on Friday, Jul 3 2009, 15:53
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