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Post by F1Andre on Feb 24, 2015 15:54:02 GMT
No, no, no... even I don't know what's .xml ... I meant that you can make folder, put the 000_mesh.x etc..., make index icon with the name of the folder and got a new skinmesh... OOooh, sorry. I know that game developers write a lot of code of code in .xml, only to load and show folder/music/graphics etc.(or so I think).
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Post by Deleted on Feb 24, 2015 16:13:05 GMT
right its also used in making a software manual or sending a message in a organized manner
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Post by Deleted on Feb 24, 2015 16:28:10 GMT
xml is just like html as it contains tags but it does not focuses on the display or appearance of a webpage instead its more focused on the content and is case sensitive and you can make your own tags. its like this <MESSAGE>
<SUBJECT> to make games </SUBJECT>
<TO> andre </TO>
<FROM> gamedeveloper0 </FROM>
</MESSAGE>
ITS XML AND ITS ORGANIZED WHERE AS "to make games andre gamedeveloper0" is unorganized
thus we can say that XML makes data more understandable......
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Post by F1Andre on Feb 24, 2015 16:36:37 GMT
Okay
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Post by mikehense on Feb 25, 2015 16:56:19 GMT
getting back to Giles... a simple example of what you can do with it in 3DRAD...
no lights in this scene... before Giles lightmapping,
and after...
a slight more complicated scene lightmapped in Giles
there are two methods you can use for lightmaps in 3DRAD...
dual mesh method
the base .x mesh can use either 000_deafault, 0003_bumpy, 004_bumpy_glossy, or 0014_user_bumpy or 0015_user_bumpy_glossy shader property and the default mode set... use the .x mesh that comes from your lightmapping program... rename it to 000_mesh.. Ignore Point Lights and No Shadows, No Fog, and Ignore Point Lights properties should be set... (allowing point lights for the base .x mesh can be allowed in some scenes in order to highlight a "lit" area) the lightmap .x mesh should use the 000_default shader with the mode set to Shadow-map... set the Depth Sorting and No Z-Buffer properties along with No Shadows, No Dog, and Ignore Point Lights... shadered method using 0032_user_lightmap system shader
if your lightmapper is Giles, use the UVMap Lighting method... your model should have a single uvmapped texture... tiling won't work here... output as normal, but you only need the lightmap bmp texture file which must be converted to renamed user_textureA.dds set the mesh to use 0032_user_lightmap... you can take a look at each... the small demos are here lightmapped room and here lightmapped dungeon
--Mike
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Post by Deleted on Feb 25, 2015 16:58:02 GMT
Cool and its running at 58 fps
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Post by Power Supersport on Feb 25, 2015 17:06:52 GMT
I like this tool! Very useful especially in small models at high res...
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Post by Deleted on Feb 25, 2015 17:33:00 GMT
But if you use giles on a large city model you will get old until the lag finishes.
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Post by Power Supersport on Feb 25, 2015 17:41:07 GMT
That's what I meant...
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Post by F1Andre on Feb 25, 2015 20:50:32 GMT
Thank you Mike. and nice models if I may say.
-- Andre
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Post by Deleted on Mar 29, 2016 4:35:40 GMT
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Post by indiedev on Apr 24, 2017 7:52:26 GMT
updated v2 link from above: [v1 on 1st page is likely warez and 31% a virus] drninkeo.me/3drad-resources/ giles v2 Activation Code = Freeware, GLS-7781-C787-C274
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Post by Deleted on Apr 25, 2017 11:16:15 GMT
Thanks for the link indiedev, I've updated my post now
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