where should i apply a simple blur filter? with photoshop seperatly? or with prefab? how can i do this?
On 10 Sep., 13:16, Fabrice3D <[email protected]> wrote: > no. but you can do this using simple blurfilter and apply to your map. > may be i'll add more edit map features in future... > > only point light is supported atm. > > Fabrice > > On Sep 10, 2010, at 11:39 AM, le_unam wrote: > > > is it possible to create the blur without any lights? cause the > > renderer only does anything when lights fall onto my textures, but the > > lights always look very strange ... do you have a tipp for a default > > normal light ... like the sun? > > directional light isnt in prefab right? > > On 10 Sep., 10:20, le_unam <[email protected]> wrote: > >> thank you ... you were nearly right ... i didnt recognize the max > >> width and height, but that wasnt really my problem ... coincidentally > >> my texture baking in c4d had the same max and min width for default as > >> your prefab ... so my exports had this 512 max`s. now i try to export > >> them larger and maybe it will look better = ) > > >> thank you!! > > >> On 10 Sep., 10:02, Fabrice3D <[email protected]> wrote: > > >>>> when i see your demos everything looks so nice and i dont see those > >>>> "errors" :-/ > > >>> There's no hidden Fabrice only "make things nice btn", I promess :)) > > >>> Aside possible aliasing (anti being on my todo) I think you missed the > >>> point of the max size settings of the rendering.(next to render btn). > >>> You probably render at lower sizes, select one mesh in renderlist, and > >>> look the sizes displayed above the original and your rendered information. > >>> These lines are rounding errors that occur when huge diffs are found > >>> between source and destination map. > >>> When antialiasing will be implemented, these lines will never occur again. > > >>> note that if you render in raytracing, and have (via prefs) set render > >>> own shadows to true, that indeed, you may get artefacts. this feature > >>> requires a specific mapping > >>> and some experience. > > >>> Fabrice > > >>> On Sep 10, 2010, at 8:16 AM, le_unam wrote: > > >>>> Hey Fabrizio ^^ > > >>>> ehm i still have some quality problems. everything in my scene looks > >>>> to much unreal and very low-qualitied. how can i change this. also i > >>>> got some pixelerrors at the edges of the cubes which are close to each > >>>> other. so when i have to cubes which are directly close to another so > >>>> that it builds only one bigger cube i got some small black lines > >>>> rendered where the cubes get together. is this normal? ^^ shouldnt be. > >>>> when i see your demos everything looks so nice and i dont see those > >>>> "errors" :-/ > > >>>> On 9 Sep., 08:49, le_unam <[email protected]> wrote: > >>>>> ah okay forget the blur ... i got it, thanks > > >>>>> On 8 Sep., 16:57, Fabrice3D <[email protected]> wrote: > > >>>>>> if you look at video, you will see there is a preview camera... if you > >>>>>> enter, like in video the size of the camera bound box, > >>>>>> you should see very quickly if your scale matches your model or not. > >>>>>> In this case, close the panel, rescale model (left btn on scene), and > >>>>>> repeat bsp export. > > >>>>>> For the few bsp's world I've builded, It was handy to have size ranges > >>>>>> of 60 to 90k. Considering your test model, you should at least blow it > >>>>>> up by 10 or more. > > >>>>>>> Another question for me is how to smooth the textures? is there a > >>>>>>> chance? in prefab? > > >>>>>> antialiasing is on my todo, for now, passing a blur value of 2 or more > >>>>>> is the only option available. > > >>>>>> Fabrice > > >>>>>> On Sep 8, 2010, at 4:24 PM, le_unam wrote: > > >>>>>>> Hey Fabrice can you please tell me how to handle correct the boundsmin > >>>>>>> and boundsmax for simulation of a normal person? all my tries result > >>>>>>> it looking through the walls when standing too close. How can i make > >>>>>>> it right? > >>>>>>> Another question for me is how to smooth the textures? is there a > >>>>>>> chance? in prefab? > > >>>>>>> thank you > > >>>>>>> On 6 Sep., 11:11, Fabrice3D <[email protected]> wrote: > >>>>>>>> Hey le_unam, > >>>>>>>> Works on my machine > >>>>>>>> but it takes time during to export, I've noticed that for some > >>>>>>>> strange reason the pngs > >>>>>>>> generated are 8.2 MB's on my machine. > > >>>>>>>> Hope its not some new issue with the latest 2.03 runtime and the png > >>>>>>>> class... > > >>>>>>>> Fabrice > > >>>>>>>> On Sep 6, 2010, at 9:46 AM, le_unam wrote: > > >>>>>>>>> hey maybe you can try it with my obj ... i zipped it for you ... > >>>>>>>>>http://eyearmedia.de/fliesen_tapete_treppenhaus.zip > > >>>>>>>>> would be nice thanks ;-) > > >>>>>>>>> On 6 Sep., 09:34, Fabrice3D <[email protected]> wrote: > >>>>>>>>>> just made some tests bsp exports from simple cube, with as3 or > >>>>>>>>>> without, all seems ok to me. > > >>>>>>>>>> Fabrice > > >>>>>>>>>> On Sep 6, 2010, at 8:16 AM, le_unam wrote: > > >>>>>>>>>>> hmmm? > > >>>>>>>>>>> On 3 Sep., 15:21, le_unam <[email protected]> wrote: > >>>>>>>>>>>> hey, ehm now i created my building with all the rules for bsp > >>>>>>>>>>>> generator and when i import my modell and create the bsp no > >>>>>>>>>>>> warnings > >>>>>>>>>>>> or error messages appear, but now it just creates the awd file > >>>>>>>>>>>> ... > >>>>>>>>>>>> without the images folder and as file, but i have activated > >>>>>>>>>>>> export > >>>>>>>>>>>> project files ... and until the last tests it worked ... does > >>>>>>>>>>>> anybody > >>>>>>>>>>>> know something about this? > > >>>>>>>>>>>> On 30 Aug., 11:00, Fabrice3D <[email protected]> wrote: > > >>>>>>>>>>>>> that you use tiling or not, you'll have to anyway. > >>>>>>>>>>>>> If you want reuse same texture and tile it, you simply have to > >>>>>>>>>>>>> edit the awd file where each "unique" texture path would be > >>>>>>>>>>>>> replaced by your single map. > >>>>>>>>>>>>> then, as said in previous message, access the CentralLbrary to > >>>>>>>>>>>>> set the tiling per material. > > >>>>>>>>>>>>> This is probably a tedious task. If theBSPfeature becomes more > >>>>>>>>>>>>> popular (as it seams) then it will be worth the work to add > >>>>>>>>>>>>> more features to ease/automate the processes. > >>>>>>>>>>>>> For now, I'm sorry but thats all we have in the shop :) > > >>>>>>>>>>>>> Fabrice > > >>>>>>>>>>>>> On Aug 30, 2010, at 10:16 AM,le_unamwrote: > > >>>>>>>>>>>>>> thanks fabrice ... ehm so you think i should create one > >>>>>>>>>>>>>> texture for > >>>>>>>>>>>>>> each wall of my building? with adjusted pixel-sizes? > > >>>>>>>>>>>>>> On 30 Aug., 09:54, Fabrice3D <[email protected]> wrote: > >>>>>>>>>>>>>>> not yet right out of the box, but indeed that could be a nice > >>>>>>>>>>>>>>> addon. > > >>>>>>>>>>>>>>> Fabrice > > >>>>>>>>>>>>>>> On Aug 30, 2010, at 9:41 AM, bebensiganteng wrote: > > >>>>>>>>>>>>>>>> Hi, > > >>>>>>>>>>>>>>>> that's great! thanks for that. i wonder whether if its > >>>>>>>>>>>>>>>> possible to > >>>>>>>>>>>>>>>> detect the texture's load progress > > >>>>>>>>>>>>>>>> On Aug 26, 4:58 pm, John Wilson > >>>>>>>>>>>>>>>> <[email protected]> > >>>>>>>>>>>>>>>> wrote: > >>>>>>>>>>>>>>>>> Hi, > > >>>>>>>>>>>>>>>>> I have posted some hints and tips for creating aBSPTree > >>>>>>>>>>>>>>>>> that may > >>>>>>>>>>>>>>>>> help people with some of the issues that confused me. > > >>>>>>>>>>>>>>>>> To access the material, go to: > > >>>>>>>>>>>>>>>>>http://john-wilson.110mb.com/index.html > > >>>>>>>>>>>>>>>>> Select the "In the City" demo at the top left. Hope it > >>>>>>>>>>>>>>>>> helps. > > >>>>>>>>>>>>>>>>> John Wilson
