Soon to come: Open source texture painter

The place for artists, modellers, level designers et al to discuss their approaches for creating content for OGRE.
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Jerky
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Post by Jerky »

Wow, like they said. Awesome. This can be an powerful tool. I just did some slight testing with no problems. I will test some more and post again if I find any problems.
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Post by centipede »

@All: Glad it works now. I'll stay ATI bound for a little while further. ;)

@JACMOE, wait! I may know already what those artifacts are: If you are talking about things that is happening near the brush when you paint, there's not much I can do about it. It's the (prette aggressive) parallax scrolling the material has that makes it impossible to predict where things will end up.
However that problem is a material issue and not something the programs will concern themselves with (which would be like asking photoshop to predict how gamedevelopers would apply their bump-map using some unknown shader).
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Post by jacmoe »

Nah, I am talking about black shadow artifacts at the edges of the cube.
They are dynamically changing shape when I rotate the cube.
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Post by SunSailor »

Yap, I have these artefacts, too. (Nv 6800 Ultra, Win XP)
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Post by centipede »

Parallax too, I'm afraid :(
The shader moves the texture coordinates depending on the viewing position. Not much I can do, really. Ofcourse using a box as a test object - and even one where the texture areas of the faces doesn't line up on the texture map NOT to mention the fact that it's got downright SICK tangents - is not helping this any further. The object is flawed, not the program.


The problem is far less apparent when painting on a model of a head. E.g. download this model, rename it "test.mesh.xml" and put it in /media/models: http://artcamilla.dk/centipede/insects/ ... d.mesh.xml
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Post by jacmoe »

Much better! :)

<critics on>

But, I have to say this:
The artifacts were not present in pre-0.0.4 insect circuses.
This tool should be able to handle just about any valid mesh we - the users - are throwing at it.
And, most of the time - because we want to use it for games - we will paint on blocky shapes to make them look like they're not blocky.

</critics off>
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Post by centipede »

Might be something that can be done in the future such as the user supplying hints to the system about his/her crazy shader. Right now it would exhaust the time available for this project though.
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Post by IFASS »

Any updates centipede? :P
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Post by jacmoe »

IFASS wrote:Any updates centipede? :P
Since I saw a glimpse of this great tool in the OpenFrag demo ... :)
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