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LS3D Sandbox
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Lorenzitto

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PostPosted: Thu Apr 17, 2014 4:29 pm    Post subject: LS3D Sandbox Reply with quote

WOW! Applause A total remastering of Mafia finally seems more possible than ever!
If any help needed about testing, just ask me, I have some free time!
Kudos, bro!
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Mr_F

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PostPosted: Wed Jun 11, 2014 12:38 pm    Post subject: LS3D Sandbox Reply with quote

djbozkosz, this is really awesome, mafia mods need good lightmapping.
Performance seems a bit slow though (on last pic). You raytrace direct lighting, right? Did you try to rasterize it instead, e.g. do a conventional shadow mapping? I think this can give good results with much better performance.
GI is harder to do on GPU though. What technique do you use for computing it?
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djbozkosz

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PostPosted: Tue Jul 29, 2014 3:34 pm    Post subject: LS3D Sandbox Reply with quote

Hi there.
I stuck while implementing some new features for renderer, so please be patient Smile

Top left: sorting meshes with transparent material by depth.
Top right: rendering glows (light flares).
Bottom left: rotating billboard meshes (http://en.wikipedia.org/wiki/2.5D#Billboarding).
Bottom right: bounding boxes for frustum culling (http://techpubs.sgi.com/library/dynaweb_docs/nt/SGI_Developer/books/Optimizer_PG/sgi_html/ch05.html).


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Sliderv2

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PostPosted: Fri Aug 01, 2014 11:32 pm    Post subject: LS3D Sandbox Reply with quote

Hello djbozkosz, are you also planning to add feature to edit player model? I mean replace whole model. I made two player mods, but they're have split up body parts, because Zmodeler can't import bones.

There are my player mods:

Vito
https://www.youtube.com/watch?v=ggCNzN4Jm-I

Claude from GTA 3
https://www.youtube.com/watch?v=L8cOgbeQiD0
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SirMafia

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PostPosted: Sun Aug 03, 2014 4:21 pm    Post subject: LS3D Sandbox Reply with quote

It is an awesome job you done here Shocked Applause

Does the lightmaping of scenes car be applied to the entire city ?
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PostPosted: Fri Aug 08, 2014 8:07 am    Post subject: Re: LS3D Sandbox Reply with quote

Sliderv2 wrote:
Hello djbozkosz, are you also planning to add feature to edit player model? I mean replace whole model. I made two player mods, but they're have split up body parts, because Zmodeler can't import bones.

There are my player mods:

Vito
https://www.youtube.com/watch?v=ggCNzN4Jm-I

Claude from GTA 3
https://www.youtube.com/watch?v=L8cOgbeQiD0


Would love to have a ped import/export tool as well. Seriously, it's been more than ten years since Mafia was released, and yet we still don't have a proper Max script or tool for rigged skeletal models?
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djbozkosz

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PostPosted: Mon Aug 11, 2014 9:19 pm    Post subject: LS3D Sandbox Reply with quote

Octal tree scene partitioning:


Multi glows (lens flares) rendering:

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Tobi

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PostPosted: Tue Aug 12, 2014 10:07 am    Post subject: LS3D Sandbox Reply with quote

Really nice work, but its nnot possible to change the map at the moment, isn't it?

I mean, i can not add Objects or delete something.
Btw. : The Help Link doesnt work Smile
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djbozkosz

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PostPosted: Sun Aug 31, 2014 9:58 pm    Post subject: Re: LS3D Sandbox Reply with quote

Tobi wrote:
Really nice work, but its nnot possible to change the map at the moment, isn't it?

I mean, i can not add Objects or delete something.
Btw. : The Help Link doesnt work Smile


yes, now it is still like read only viewer Confused
because i'm always working on the "renderer" in sandbox.
then when i finish renderer implementation i can start working on editing functions

for example last two weeks i have been reimplementing scene2.bin loading and rendering.
scene contains all known: objects, objects definitions and init scripts. lets aim to objects. these objects can be of different types... models, lights, sounds, etc...
all objects can be linked each other by these rules:
Primary sector
Backdrop sector
Omni sector
Near sector
<base object mesh name>
<scene object>
<scene object>.<mesh name>

this makes something like scene graph.
so object xbarel 1 can be linked onto Primary sector.
then another xbarel 2 can be linked to xbarel 1.
another option is link xbarel 3 to xbarel 2.barel 1 because "barel 1" is mesh in 4ds "xbarel 2" model Wink
if user moves with ... for example xbarel 1, all childed objects must be moved too. automatically.

then scene contains more specific objects: "redefinitions".
this half objects are always linked to some mesh in scene model. eg xbarel 2.barel 1. redefinitions without link are nothing. of course, it can incude new transformation for linked mesh and finally: for more complexity, redefinitions can redefine parent of mesh. so part of mesh (and all its childs) can be linked to completely different mesh in scene Sarcastic

redefinitions are usually created in mafia world editor when you accidentally move with part of scene.4ds and you're saying "Oops..." or "f**k, what i'll do"

redefinitions are also used for lightmaps, mesh hiding (invisible walls in countryside) and for redefine parameters of lensflares (sky, scale, aplha, ...)

for correct rendering and scene graph i must handle all this cases

at the end some pict:
reworked scene lighing, glows, billboarding. lightmaps coming soon...

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djbozkosz

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PostPosted: Tue Sep 02, 2014 9:24 am    Post subject: LS3D Sandbox Reply with quote

spotlighting comparation...
left: dx8.1
right opengl with basic shaders

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Firefox3860

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PostPosted: Sat Sep 06, 2014 6:16 pm    Post subject: LS3D Sandbox Reply with quote

Hallo to all. I want to write about LS3D Sandbox. Camera moves badly, because of the huge range of drawing performance is horrible how to reduce - not known. And there's a lot of dark buttons that do not work/

And about this one picture.

It took you to the webgamer.ru, right?

Last edited by Firefox3860 on Sat Sep 06, 2014 6:25 pm; edited 3 times in total
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PostPosted: Sat Sep 06, 2014 10:02 pm    Post subject: LS3D Sandbox Reply with quote

He is still developing it, of course 0.01 Alpha is not going to be perfect. Patience Wink
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PostPosted: Sat Sep 06, 2014 10:31 pm    Post subject: Re: LS3D Sandbox Reply with quote

Firefox3860 wrote:


What's the point of making an empty post? was there any content inside it?
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PostPosted: Sun Sep 07, 2014 1:09 am    Post subject: Re: LS3D Sandbox Reply with quote

Mr Robville wrote:
Firefox3860 wrote:


What's the point of making an empty post? was there any content inside it?


No matter now, I removed it.
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djbozkosz

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PostPosted: Thu Sep 11, 2014 9:03 pm    Post subject: Re: LS3D Sandbox Reply with quote

Firefox3860 wrote:
Hallo to all. I want to write about LS3D Sandbox. Camera moves badly, because of the huge range of drawing performance is horrible how to reduce - not known. And there's a lot of dark buttons that do not work...


yes, old public alpha version has these weaknesses which i have solved now.
now camera moves smoothly and draw distance is set default by current mission. however user can change clipping ranges by own. later, i'll post pictures for example with different renderer settings.

btw, about spent develop time:
2013: jun - september
2014: jaruary - 1/2 april, jul - september Impossible

current progress:
last days i have been rewriting shaders, ... again
but i have fixed evironment mapping finally.

used method: dual paraboloid environment mapping

references: http://members.gamedev.net/JasonZ/Paraboloid/DualParaboloidMappingInTheVertexShader.pdf
http://www.ozone3d.net/tutorials/glsl_texturing_p04.php



it's a bit different than original because i removed bottom paraboloid reflection calculation.
but i believe it's enough for walls, cars etc...
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