hoknamahn Posted July 29, 2005 Share Posted July 29, 2005 Not so long ago on one of irc-channels there was a conversation that Digital Fusion is good that allows to texture objects and that such tool is not present in Halo. I like to argue very much therefore having thought some seconds, I have told that nothing prevents to make the same in Halo too. The ready tool is not present, but there is all necessary for creation of such tool. No sooner said than done. I have accepted a challenge. As I then had no affairs still with HDK, I have decided to use VEX. Such amusing feature has turned out here http://www.cgtalk.ru/~hoknamahn/portfolio/...COP0.9aDemo.avi Meanwhile it's a WIP and I'm going to rewrite all from zero with HDK (I would like to make an opportunity of use of the textures for ambient, diffuse, specular, bump. But four textures will be rendered very slowly in VEX. Therefore there are only two textures for now - diffuse and bump) In general I has decided to brag Quote Link to comment Share on other sites More sharing options...
sibarrick Posted July 29, 2005 Share Posted July 29, 2005 Good stuff Hok, brag away! Quote Link to comment Share on other sites More sharing options...
Marc Posted July 29, 2005 Share Posted July 29, 2005 Wow! Tha'ts unbelievable stuff. Well done. Quote Link to comment Share on other sites More sharing options...
stevenong Posted July 29, 2005 Share Posted July 29, 2005 Hey hoknamahn, It's awesome stuff! Very slick video!!! May I know what's that Shake-like window manager you're using? There is an Environment COP in H8 which is for reflections so maybe you want to check out the code for that? Cheers! steven Quote Link to comment Share on other sites More sharing options...
hoknamahn Posted July 29, 2005 Author Share Posted July 29, 2005 Thanks guys May I know what's that Shake-like window manager you're using? wink.gif This "window manager" I has designed specially for my tech demos There is an Environment COP in H8 which is for reflections so maybe you want to check out the code for that? Yea, I'll check it up when download H8, thanks. Quote Link to comment Share on other sites More sharing options...
Guest Guest Posted July 30, 2005 Share Posted July 30, 2005 Hey Hok! Just saw this. Very nice! Good work! Quote Link to comment Share on other sites More sharing options...
Mario Marengo Posted July 30, 2005 Share Posted July 30, 2005 Hey Hok!Just saw this. Very nice! Good work! 20024[/snapback] Oooops... that was me Quote Link to comment Share on other sites More sharing options...
mike Posted August 1, 2005 Share Posted August 1, 2005 hi hoknamahn, very cool stuff, congratulations !! Quote Link to comment Share on other sites More sharing options...
LEO-oo- Posted August 1, 2005 Share Posted August 1, 2005 Hey hoknamahn - this is really cool! Thanks! Quote Link to comment Share on other sites More sharing options...
deecue Posted August 1, 2005 Share Posted August 1, 2005 as if i were just another one on here simply amazed: that's just friggin incredible.. awesome job hok.. Quote Link to comment Share on other sites More sharing options...
malexander Posted August 5, 2005 Share Posted August 5, 2005 Very nice COP... I like the demo UI you've got going on as well As for the speed, it looks like you've used the Lighting COP as a base... it's not the fastest COP around, by any means. It's probably slowing your COP down more than it should (unless you've cut away a lot of the extra stuff). If you are just using the s & t deep raster variables for the texture mapping, you could write a dedicated vex COP that applies the texture with a compositing op. Might help with the processing time. Quote Link to comment Share on other sites More sharing options...
hoknamahn Posted August 5, 2005 Author Share Posted August 5, 2005 Very nice COP... I like the demo UI you've got going on as well As for the speed, it looks like you've used the Lighting COP as a base... it's not the fastest COP around, by any means. It's probably slowing your COP down more than it should (unless you've cut away a lot of the extra stuff). If you are just using the s & t deep raster variables for the texture mapping, you could write a dedicated vex COP that applies the texture with a compositing op. Might help with the processing time. 20183[/snapback] No, the base idea was to create the Texture COP which I've decided to expand to Material COP (with lighting) later. By default lighting is off. The lighting part is SESI's (your code? ) Not only lighting part slows down Material COP. The texture filtering slow it down too. So the best way that I see is to rewrite all with HDK and use my own lighting algorithm (because I see it a little differently). Quote Link to comment Share on other sites More sharing options...
Mcronin Posted August 5, 2005 Share Posted August 5, 2005 Very nice work, Hok. Quote Link to comment Share on other sites More sharing options...
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