I am trying to see how far I can push and Architectural themed project , in 3d rad. this how far Ive gotten so far.
Some notes to get this to work:
since I was using a 1:1 scale (millimetres) in 3ds max. when I exported the model, there was alot of draw issues and z-fighting issues. thankfully i fixed this by scaling down the model by like 200 times its original scale, and then exporting it again.
Since I was not too interested in realtime shadows at this point. I did manage to bake out the shadows, to a shadow map. and used Shadmars light map shaders for the shadows.
that was pretty much all I did to get this far.
Note: the building model is a free model I got from either CADNAV or ARCHIVE3D, I dont remember where I got it. but I didnt model it myself. I just started modeling the parking and environmnet areas.
All comments welcome. have a good weekend guys . laters
Something unrelated to this discussion. GH Games asked me back in 2017 to make a first person shooter type game in 3d rad. This is what I came up with. But the project has just been sitting on my hard drive ever since. So I just decided to share it with yall guys.
Wasd for movement mouse for pointing. Yeah the models are not correctly modelled, I just did this out of my head . Was quite fun, but still never refined or came back to this project. P.s you might get stuck against walls sometimes.... I still havent found a good solution to the first person camera collision sphere, sticking to rigid body colliders......try it out if you like. 100mbs download.
Hi Kulu you were saying you still having the problem of the FP object sticking to the wall. As I have said before on large flat wall use more polys. I know these aren't your mesh but it is a good solution to fixing it. You don't have to go overboard just 2 to 4 times more. The old problem may be the same as in Unity where the FP character is translated along, which basically moves the character from 1 vector position to the next each frame, and before you know it the the character mesh has gone through the wall. More polys will help but a new scripted character that uses the force on the rigid body to move it around is the best answer.
Another benefit of more polys is you will get better looking rendered wall, evening out shadows, lighting and texture rendering.
I'm not quite prepared to committed self to providing one, But it would be good to have a bit of a friendly competition to build one to replace the old outdated one.
P.S. I remember Fernando once saying to can't remember who, That the FP was made long ago and was now outdated. This statement was also made long ago.