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 Scene Development

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AWM Mars
Well-Known Member
Well-Known Member
AWM Mars


Posts : 78
Join date : 2012-02-23
Location : Wiltshire, United Kingdom

Scene Development Empty
PostSubject: Scene Development   Scene Development EmptyMon 12 Mar - 11:47

I am happy now with the clean workflow of exporting/importing my models and scenes from DeleD straight into Multiverse.

Although I cannot see how to import the lightmaps, that I created, or how to control whether a mesh/material actually allows dynamic or static shadows to be created, I could use a mixture of static lightmaps on meshes/scene objects, but allow dynamic shadows on moving objects.

I used an existing scene I created, based upon a Mayan Temple complex, located in Tigre, Mexico. Whilst in Multiverses World Editor, I grabbed some screen shots to share.

Scene Development MayaTempleTigre01

Scene Development MayaTempleTigre02

Scene Development MayaTempleTigre03

I have 'enhanced' the screenshots with a little contrast. I have tried several ways to alter the scene editors contrast, playing with ambient light, directional and global light colours, without much joy. The higher contrast, would be indicative of Mexico.
I also noticed, the shadow rendering doesn't like PNG formats. The vast majority of the trees and terrain mesh, has no shadow casting, only alters the textures contrast (albeit in a dull way). It maybe relative to how alphas are handled in the rendering pass queue?

Another slight quirk, when importing a model/scene, the editor takes the coords 0,0,0 from the absolute center of the total volume of the mesh/group, ignoring the world coords set when creating the model/scene. Whereas I created the scene using 0,0,0 to be the lowest extreme of the terrain mesh, and central on both x and y axis, I find myself having to raise everything.
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jstrat74
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jstrat74


Posts : 43
Join date : 2012-03-11
Location : Ohio, USA

Scene Development Empty
PostSubject: Re: Scene Development   Scene Development EmptyMon 12 Mar - 14:26

This is good work. It really helps show that you can improve the overall look and feel of a project by importing assets into Multiverse.
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Tristan
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Tristan


Posts : 306
Join date : 2011-08-03
Location : Liverpool, UK

Scene Development Empty
PostSubject: Re: Scene Development   Scene Development EmptyMon 12 Mar - 15:26


Shocked

Looking good Andrew!

(By the way, as per your reminder on that other topic, I'll be sending you the concept documents in the next few days. Things have been pretty busy for me this past week, but it should clear up soon)
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AWM Mars
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AWM Mars


Posts : 78
Join date : 2012-02-23
Location : Wiltshire, United Kingdom

Scene Development Empty
PostSubject: Re: Scene Development   Scene Development EmptyMon 12 Mar - 20:57

Excellent, I shall look forward to reading those.

Some stats for you, relating to the Mayan Temple scene
Scene Development MayaTempleTigre04

I have shown the scene selected, and an inset to the lower right, showing the scope of the whole build. What is perhaps surprising is the optimising done with the models. The whole thing is around 34.6k polygons. When running about in the scene in several scene managers, I get over 100fps on a nVidia 8600GT. It was tested with over 50 users logged in at the sametime and it still maintained the framerate.
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Delurin
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Join date : 2011-08-03

Scene Development Empty
PostSubject: Re: Scene Development   Scene Development EmptyTue 13 Mar - 9:19

When you import the object you can specify a Transfomation Matrix if you want to offset/scale/rotate the object outside of the modeller use --transform on the import tool or I suppose since you have it automatically import from DeleD find out if they can add that feature.
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