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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Smooth polygon surfaces?
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GcSkaarj
- OldUnreal Member
- Posts: 162
- Joined: Wed Oct 21, 2009 4:17 pm
Smooth polygon surfaces?
It will be possible in Unreal to smooth the union of the faces of the polygons? I mean, for example when a natural (earth, snow) terrain is created, the light affects the brushes in a "square" linear lighting effects, and looks very unnatural, so It be really cool to see a natural terrain or complex curved brushes (like a curved pipe) are smoothed.
This is what i mean:
[URL=http://img248.imageshack.us/i/smoothq.jpg/][img]http://img248.imageshack.us/img248/2286/smoothq.th.jpg[/img][/URL]
This is what i mean:
[URL=http://img248.imageshack.us/i/smoothq.jpg/][img]http://img248.imageshack.us/img248/2286/smoothq.th.jpg[/img][/URL]
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.:..:
- OldUnreal Member
- Posts: 1637
- Joined: Tue Aug 16, 2005 4:35 am
Re: Smooth polygon surfaces?
You mean Gouraud lighting, thats what meshes have. Too bad theres is no way to implement it with BSP.
And best off for terrains would be if we actually got some very skilled person to help us to write a Static Mesh code (but that's beyond anyone of us in the Unreal 1 community).
And best off for terrains would be if we actually got some very skilled person to help us to write a Static Mesh code (but that's beyond anyone of us in the Unreal 1 community).
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
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GcSkaarj
- OldUnreal Member
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Re: Smooth polygon surfaces?
You mean that it's impossible to implement it with BSP or it's very difficult? And the "Static Mesh" its something like a terrain actor? (because the models have gourad lighting)You mean Gouraud lighting, thats what meshes have. Too bad theres is no way to implement it with BSP.
And best off for terrains would be if we actually got some very skilled person to help us to write a Static Mesh code (but that's beyond anyone of us in the Unreal 1 community).
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
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- Joined: Wed Sep 03, 2008 8:19 am
Re: Smooth polygon surfaces?
I would say it's impossible.You mean that it's impossible to implement it with BSP or it's very difficult?
A static mesh is basically a mesh that acts like a brush, take UE2 or UE3 as an example.And the "Static Mesh" its something like a terrain actor? (because the models have gourad lighting)
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[]KAOS[]Casey
- OldUnreal Member
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- Joined: Sun Aug 07, 2011 4:22 am
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Re: Smooth polygon surfaces?
More of impractical, I beileve most of the BSP code is in asm, so it would be harder to change. It works OK as it is and has no real show stopping issues so we don't really want to touch it
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Pravin
Re: Smooth polygon surfaces?
Someone could write a simple GLSL vertex and frag program to perform phong shading as opposed to goraud shading (obviously this would only work for opengl). There's base code for it all over the net.
Also, static mesh collision is pretty intuitive, and I believe I provided an algorithm for it a couple months ago. Honestly, the only reason I haven't made much headway is because I'm waiting for my winter break session which is in 3 weeks; I'm currently sleeping in the fucking labs three nights a week while trying to juggle an IEEE project and honors' society process. Again, if anyone wants a layout for the algorithm I'm glad to provide it and guide them through it, but I don't have the time to code and debug it until a few more weeks.
Also, static mesh collision is pretty intuitive, and I believe I provided an algorithm for it a couple months ago. Honestly, the only reason I haven't made much headway is because I'm waiting for my winter break session which is in 3 weeks; I'm currently sleeping in the fucking labs three nights a week while trying to juggle an IEEE project and honors' society process. Again, if anyone wants a layout for the algorithm I'm glad to provide it and guide them through it, but I don't have the time to code and debug it until a few more weeks.
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Hyper
- OldUnreal Member
- Posts: 3558
- Joined: Fri Oct 11, 2002 5:41 pm
Re: Smooth polygon surfaces?
Gouroud shading doesn't look too well on low-polygon objects:
[img]http://upload.wikimedia.org/wikipedia/commons/a/af/Gouraud_low_anim.gif[/img]
Flat shading, gouroud shading, phong shading
[img]http://www.ntsc-uk.com/features/tec/BeautyPixelDeep/GouraudPhong.jpg[/img]
So, phong shading would look much better here. It is slower, tho. I think it requires a graphics card with pixel shading support.
[img]http://upload.wikimedia.org/wikipedia/commons/a/af/Gouraud_low_anim.gif[/img]
Flat shading, gouroud shading, phong shading
[img]http://www.ntsc-uk.com/features/tec/BeautyPixelDeep/GouraudPhong.jpg[/img]
So, phong shading would look much better here. It is slower, tho. I think it requires a graphics card with pixel shading support.
Last edited by Hyper on Wed Nov 18, 2009 10:14 am, edited 1 time in total.
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Pravin
Re: Smooth polygon surfaces?
Blinn shading would be faster than phong, and it's what is used in many standard games.
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スマイル・ドラゴン
- OldUnreal Member
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- Joined: Sun Feb 10, 2008 9:07 pm
Re: Smooth polygon surfaces?
I'm *FAIRLY* sure people today have modern enough graphics cards that can handle a fragment program... And if not then 3rd party drivers for their older devices..I think it requires a graphics card with pixel shading support.
Phong shading would be useful for map geometry, and actor lighting when desired.
I am the dragon without a name.
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
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スマイル・ドラゴン
- OldUnreal Member
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Re: Smooth polygon surfaces?
We *technically* already have that... It's called "bUseVertexProgram" and "bUseFragmentProgram", those control shaders... but there's, as of now, no point to enabling either... Until someone actually makes a way to get shaders into Unreal, those options aren't required...Maybe also an option that you can use to switch shading modes?
I am the dragon without a name.
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
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Re: Smooth polygon surfaces?
If someone makes shaders, maybe it won't be too hard to throw in realtime shadows as well. :-?
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スマイル・ドラゴン
- OldUnreal Member
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Re: Smooth polygon surfaces?
As long as the shadows aren't pencil sharp... See Doom 3's shadows...If someone makes shaders, maybe it won't be too hard to throw in realtime shadows as well. :-?
I am the dragon without a name.
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
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Turboman.
- OldUnreal Member
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- Joined: Tue Feb 04, 2003 6:40 pm
Re: Smooth polygon surfaces?
rather then actual gouraud shaded bsp, what about some kind of different lightmap setting that relies on a neighboring poly? bright corners pretty much lights up the corners of a polygon, what if a flag can smooth edges between polygons?