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Le Mans Bugatti
03-14-2012, 05:35 PM
Post: #1
Le Mans Bugatti
Hi,

Actually, I have a lot of fun : I'm modeling Le Mans Bugatti Track (4km)

My wish : using track as base, to simulate a day/night/day transition, and lights on buildings. As we can see in a race of 24 hours.

I have only "graphics" theorys to do it (remember I don't know anything about programming).

I suppose it will ask different skyboxes, textures animation, lights animations, self illumination...

I don't know if it's easy to do. Can we talk here about it ?

Here, Le Mans Bugatti track :
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Here, Pit building WIP :
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Here, quick test with self-illumination on night :
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03-17-2012, 08:19 AM
Post: #2
 
Awesome work. It looks really detailed. Does it have a huge poly count?
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03-17-2012, 12:19 PM
Post: #3
 
Wow, that looks great!

NaN did some atmosphere work a while back that would simulate the look of the sky for different times of day, I wonder if that's still around?
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03-18-2012, 06:43 AM
Post: #4
 
The problem with the code has been the integration with the available renderers. I hoped to find a way to fake it for the guys without GL2+ cards but failed. There is also the issue with the clouds...
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03-27-2012, 03:45 AM
Post: #5
 
Vdriftfan > track is around 50.000 polys for now. It should turn around 200.000 polys with objects...

Jovenson, Nan, do you think this can do something like that ? :

Animated sun, I mean a light source, with different colors and density, turning around the track :
- 6:00am, it is on east, red/orange color, 50% density
- 12:00 am it is under the track, white color, 100% density
- 9:00pm it is on the west, red/orange color, 50% density
- 12:00 pm : it is under the track, blue/black color, 10% density

Animated self illumination maps
- between 8:00am and 12:00am : self-illuminations map = 0% density
- between 9h00pm and 8:00am : self-illuminations map = 100 % density

If you want to test I can furnish a small 3d scene, for exemple a little part of track with a road light...
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03-27-2012, 07:10 AM
Post: #6
 
Can extreme darkness be simulated by making the blue channel of textures more powerful and then reduce it to normal value at day? Or is it hardware intensive? And use it only for background objects not illuminated from artificial lights like street lamps.
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04-01-2012, 09:32 AM
Post: #7
 
berzingue Wrote:Vdriftfan > track is around 50.000 polys for now. It should turn around 200.000 polys with objects...

Jovenson, Nan, do you think this can do something like that ? :

Animated sun, I mean a light source, with different colors and density, turning around the track :
- 6:00am, it is on east, red/orange color, 50% density
- 12:00 am it is under the track, white color, 100% density
- 9:00pm it is on the west, red/orange color, 50% density
- 12:00 pm : it is under the track, blue/black color, 10% density

Animated self illumination maps
- between 8:00am and 12:00am : self-illuminations map = 0% density
- between 9h00pm and 8:00am : self-illuminations map = 100 % density

If you want to test I can furnish a small 3d scene, for exemple a little part of track with a road light...

The code for lights sources is there. With shaders you even can have as many dynamic light sources as you want. There is also code to calculate sun position, intensity depending on date, time and the location of the track. The track loading code doesn't support it though. The problem at the time of implementation has been editor support and users without shaders.

It could be enabled with some coding. But the guys with crappy graphics cards will have to live without it.

Would be cool to resurrect this code. But I really need to finish the gui rewrite(car outlines creation is somewhat of a pita, not completely happy with it).
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04-01-2012, 10:42 AM
Post: #8
 
Can the guys with crappy GPU's just use the day/night method from GTA III/Vice City? It was actually really really good, especially in Vice City.
By the way, Joe Venzon said he's using Crysis 2's reflection method, which in my opinion is pretty overkill(Crytek is notorious for unoptimized code and trying to make people to buy expensive hardware). You can almost the same result with the implementation in NFS Hot Pursuit 2010/Shift2. Actually the older game has better lightning, making an awesome atmosphere.
I know I'm really insisting with HP but I was really impressed by the graphics.
Also, berzinque, would you like to use image based modeling for speeding up the process?
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04-01-2012, 01:05 PM
Post: #9
 
The reflection method is adjustable, you don't have to always set it to high. Smile On low it just uses a cubemap. But I don't want to hijack the thread.
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