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Thread: Custom phys object
Post: RE: Custom phys object
Yes, this is certainly a viable workaround, but that means we basically can't do physics with complicated shapes? |
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XeonXT |
Support |
14 |
9,810 |
02-16-2010, 07:35 PM |
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Thread: Custom phys object
Post: RE: Custom phys object
Agreed...so how does one do physics with convex meshes? Is this an outright limitation or are there workarounds? |
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XeonXT |
Support |
14 |
9,810 |
02-16-2010, 12:22 AM |
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Thread: Blending Textures
Post: RE: Blending Textures
Thanks, that wasn't the issue, but somehow it resolved itself O.o
Scary. |
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XeonXT |
Support |
17 |
13,138 |
02-16-2010, 12:20 AM |
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Thread: Blending Textures
Post: RE: Blending Textures
Perfect! Now I understand, and that works beautifully. Thanks so much!
...and, of course, I have one final problem (sorry!!) :)
If I set the material like this on my entire terrain, the program crash... |
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XeonXT |
Support |
17 |
13,138 |
02-15-2010, 07:12 PM |
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Thread: Blending Textures
Post: RE: Blending Textures
Code:
for ( int j = 0; j < thisMesh.parts(); ++j ){
thisMesh.part(j).setMaterial(myMaterials);
thisMesh.part(j).base.include(VTX_MATERIAL);
&n... |
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XeonXT |
Support |
17 |
13,138 |
02-15-2010, 06:23 PM |
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Thread: Blending Textures
Post: RE: Blending Textures
Esenthel,
Thanks very much, but I am still a bit unsure about how to implement this.
Code:
for ( int j = 0; j < thisMesh.parts(); ++j ){
thisMesh.part(j).setMaterial(myMa... |
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XeonXT |
Support |
17 |
13,138 |
02-15-2010, 05:59 PM |
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Thread: Blending Textures
Post: Blending Textures
Hi!
I figured out my last question (how to texture different parts of the same mesh with different textures), and now I have another.
When you use WE to edit terrains and apply textures, how does th... |
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XeonXT |
Support |
17 |
13,138 |
02-15-2010, 07:05 AM |
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Thread: Choppy Lighting
Post: RE: Choppy Lighting
Esenthel,
Thanks very much, that seemed to work.
I suppose a minor request for future updates would be direct access to call this "special" processing on an image so that saving/loading can be avoid... |
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XeonXT |
Support |
6 |
5,813 |
01-21-2010, 04:23 AM |
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Thread: Choppy Lighting
Post: RE: Choppy Lighting
Esenthel,
I was unable to attach the files on the forum, it keeps giving me: "Error Attaching File: The type of file that you attached is not allowed. Please remove the attachment or choose a differe... |
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XeonXT |
Support |
6 |
5,813 |
01-21-2010, 02:07 AM |
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Thread: Choppy Lighting
Post: RE: Choppy Lighting
Esenthel,
As usual, thanks for the speedy response :)
I tried the suggestions and neither seemed to alleviate the problem.
I noticed, however, that this chopiness dissapears if I set the detail map... |
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XeonXT |
Support |
6 |
5,813 |
01-20-2010, 03:58 AM |
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Thread: Choppy Lighting
Post: Choppy Lighting
Hi!
First of all, thanks for implementing high-precision blurring...they have made my terrains exponentially nicer to look at :)
Now, a small lighting problem:
[img]http://img710.imageshack.us/img71... |
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XeonXT |
Support |
6 |
5,813 |
01-20-2010, 02:45 AM |
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Thread: 16,24,32-bit Height Maps?
Post: RE: 16,24,32-bit Height Maps?
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XeonXT |
Support |
4 |
6,044 |
01-18-2010, 11:31 PM |
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Thread: 16,24,32-bit Height Maps?
Post: RE: 16,24,32-bit Height Maps?
Fantastic, that sounds great and explains the behavior I have been observing.
One more question: is displaceZ incremental? Or does it just "set" the position of each vertex to the image's pixel value... |
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XeonXT |
Support |
4 |
6,044 |
01-18-2010, 09:23 PM |
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Thread: 16,24,32-bit Height Maps?
Post: 16,24,32-bit Height Maps?
Hello,
I am trying to create height maps with higher bit depth than the IMAGE_I8 used in a heavily-modified version of the Terrain.cpp demo. The heightmap is generated procedurally using loops of .p... |
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XeonXT |
Support |
4 |
6,044 |
01-18-2010, 03:49 AM |
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Thread: New Materials using "Image" Type Maps?
Post: RE: New Materials using "Image" Type Maps?
(01-17-2010 10:17 PM)Esenthel Wrote: Are you declaring your material and image 'Land' 'LandTex' locally inside a function?
If yes, then they get deleted when the function returns, please defin... |
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XeonXT |
Support |
6 |
6,605 |
01-18-2010, 02:55 AM |
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Thread: New Materials using "Image" Type Maps?
Post: RE: New Materials using "Image" Type Maps?
(01-17-2010 05:35 PM)Esenthel Wrote: It is suggested to use Material::methods and import images from non GFX images
however you can use just pointer assigning:
Image image;
Material material;
... |
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XeonXT |
Support |
6 |
6,605 |
01-17-2010, 10:03 PM |
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Thread: New Materials using "Image" Type Maps?
Post: New Materials using "Image" Type Maps?
Hello,
How can I create a new material on-the-fly using diffuse maps and such from Image types that have already been created? In other words, can I "directly" assign a diffuse map to a material obj... |
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XeonXT |
Support |
6 |
6,605 |
01-17-2010, 06:21 AM |