MegaKerma / Silent Walk FPS Creator / Silent Walk: RENAISSANCE

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 Post subject: Shadow Map Demo
PostPosted: Thu Dec 13, 2012 1:00 pm 
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Here is something I have been trying out. Prebaked lighting and shadows in silent walk!
I am not going to put a link up until I find a good host to upload to. Mediafire keeps saying its a virus.
Here are some screens.
Image
Image
Image

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 Post subject: Re: Shadow Map Demo
PostPosted: Thu Dec 13, 2012 5:06 pm 
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Last edited by Tombsville on Thu May 02, 2013 9:06 pm, edited 1 time in total.

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 Post subject: Re: Shadow Map Demo
PostPosted: Thu Dec 13, 2012 6:13 pm 
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Joined: Wed Feb 24, 2010 1:54 pm
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Location: The Netherlands
yes my question aswell, the effect is remarkable....

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 Post subject: Re: Shadow Map Demo
PostPosted: Fri Dec 14, 2012 12:41 am 
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I used 3ds max to baked the textures.
Here is how I did it.
I created the assets:
A normal Wall
A Wall with the window
A wall with a door way
A floor
And a Ceiling.
All of the set to the size of there corresponding Silentwalk counterpart(wall to wall, floor to floor,ceiling to ceiling.)
I then uv mapped them with all having unique uvs for all of their faces.(In other words uv's don't overlap.)
in order for the shadows to render correctly you need to do this for any model you want to render shadows on.
I then placed the objects in a scene as I would in the level for Silentwalk and apply the textures I want them to use with the material editor.
Then on my computer I created a folder to hold all my rendered maps. (Mine was called "rendered")
Go into your scene and place the appropriate light sources.(I used a directional spot light and omni lights.)
Press the Zero key to bring up the render to texture window.
Select each of of your objects and add a complete map to them in the render to texture window.
Set the save location to the folder you created earlier.
Set the texture size to what ever you want.(I did 512x512 for speeds sake.)
Change your renderer to the Scanline renderer.(It will look better.)
I used the lightracer plugin also for the lighting.
Select all of your objects with the render to texture window open.
Hit the render button on the render to texture window.
Wait for it all to be done.
Bring your models into Silent walk and place them in their correct spot recreating the scene from 3ds max.
Apply the appropriate shadow mapped texture to each model.
You can also add lights in the location of the lights in 3ds max so for example it will seem like the characters weapons and npc's are being affected by the scenes light.

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"A toaster is just a death ray with a smaller power supply! As soon as I tap into the main reactors I will destroy you all!"
-The Toaster


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 Post subject: Re: Shadow Map Demo
PostPosted: Fri Dec 14, 2012 1:59 am 
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Last edited by Tombsville on Thu May 02, 2013 9:06 pm, edited 1 time in total.

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 Post subject: Re: Shadow Map Demo
PostPosted: Sat Dec 15, 2012 1:52 pm 
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Joined: Wed Feb 24, 2010 1:54 pm
Posts: 893
Location: The Netherlands
Wow awesome little trick, great to find out how you did it :mrgreen:
This will probably help me alot :D

Here's my try with it: URL is hidden from guests, please register and login to view the hyperlink

so what you basicly did was building your entire level within 3ds max..
Hmm i wonder what happens with custom models with premade uvmaps.. see how that turns out :wink:

But very interresting method to make levels...
This sure helps me with the atmosphere...

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