Search Results
|
Post |
Author |
Forum |
Replies |
Views |
Posted
[asc]
|
|
|
Thread: Marker & SINGLE PASS renderer
Post: Marker & SINGLE PASS renderer
Markers don't show up just as soon as I switch from Multi pass to Singe pass rendering mode
They're are really important in my game , if it's impossible to have it in single pass then is there any al... |
|
Xerios |
Support |
1 |
3,560 |
10-01-2009, 04:29 PM |
|
|
Thread: help! <Display & ambColor()> function Compile Error!
Post: Re: help! <Display & ambColor()> function Compile ...
You have to use vectors for that
like this :
D.ambColor(Vec(0.18)) ;
or
D.ambColor(Vec(1,1,1)) ; |
|
Xerios |
Support |
1 |
3,745 |
09-19-2009, 10:15 PM |
|
|
Thread: Pathfinding Question.
Post: Re: Pathfinding Question.
Well if your world has a fixed size ( one that doesn't change ) it's pretty easy to replace the map integrated pathfinding with the one from the 2D example ( PathFind class )
[img]http://i26.tinypic... |
|
Xerios |
Support |
6 |
6,911 |
08-27-2009, 07:11 PM |
|
|
Thread: ::Wierd error on World Editor::
Post: Re: ::Wierd error on World Editor::
I've also had this problem after I updated my SDK, when you loaded the map in the game you couldn't see it
Luckily it was just a test map, I copy pasted one from the updated SDK data and it worked
Se... |
|
Xerios |
Support |
9 |
9,222 |
08-25-2009, 12:16 AM |
|
|
Thread: How to make grid on the terrain just like in World Editor
Post: How to make grid on the terrain just like in World...
I was wondering how I'm supposed to add a secondary grid texture to an existing terrain ( loaded from .world file )
I'm trying to place a grid on the terrain
something similar to the one in the World... |
|
Xerios |
Support |
5 |
7,493 |
08-22-2009, 01:44 AM |
|
|
Thread: Stuff about terrain/world
Post: Re: Stuff about terrain/world
Quote:I'm sorry I think I didn't understand you fully. If what you're suggesting is that I compress my world folder, then I still get 945mb (winrar, maximum compression). For distribution, that could ... |
|
Xerios |
Support |
9 |
8,902 |
08-22-2009, 01:19 AM |
|
|
Thread: Stuff about terrain/world
Post: Re: Stuff about terrain/world
Chosker Wrote:First topic: Disk space size
Achieving drastically reduces the file size, don't entrust .pak files for compression since they aren't really designed for compressing, for example if I co... |
|
Xerios |
Support |
9 |
8,902 |
08-21-2009, 07:42 PM |
|
|
Thread: Mesh editor (importing ogre mesh xml)
Post: Re: Mesh editor (importing ogre mesh xml)
thank you very much!!
you are the best :D |
|
Xerios |
Support |
11 |
15,821 |
08-18-2009, 10:10 PM |
|
|
Thread: Mesh editor (importing ogre mesh xml)
Post: Re: Mesh editor (importing ogre mesh xml)
here you go
<!-- m --><a class="postlink" href="http://rapidshare.com/files/268822716/gamechar.rar.html">http://rapidshare.com/files/268822716/gamechar.rar.html</a><!-- m -->
... |
|
Xerios |
Support |
11 |
15,821 |
08-18-2009, 06:54 PM |
|
|
Thread: Mesh editor (importing ogre mesh xml)
Post: Re: Mesh editor (importing ogre mesh xml)
collada : animations and uvw don't work, skeleton doesn't get exported ...
oh and can you fix ogre mesh ? |
|
Xerios |
Support |
11 |
15,821 |
08-18-2009, 06:25 PM |
|
|
Thread: Mesh editor (importing ogre mesh xml)
Post: Re: Mesh editor (importing ogre mesh xml)
directx .x doesn't work with mesh editors, and sometimes crashes it.
collada .dae has a problem in mesh editor, uvw mapping doesn't work. |
|
Xerios |
Support |
11 |
15,821 |
08-08-2009, 04:04 PM |
|
|
Thread: Maya Exporter
Post: Re: Maya Exporter
what's the version of COLLADA supported in Esenthel ?
Also
a fbx importer would be nice, works with 3ds max, maya, softimage, modo and more ... |
|
Xerios |
Feature Requests |
7 |
7,641 |
08-08-2009, 01:29 PM |
|
|
Thread: Mesh editor (importing ogre mesh xml)
Post: Re: Mesh editor (importing ogre mesh xml)
thanks it would help, its the only format that I can export to esenthel with 3ds max 2010 :roll: |
|
Xerios |
Support |
11 |
15,821 |
08-08-2009, 01:27 PM |
|
|
Thread: Mesh editor (importing ogre mesh xml)
Post: Mesh editor (importing ogre mesh xml)
Hello,
For some reason the mesh editor only imports the first animation, while in my file there are 3 different animations
<animation name="idle" length="0.5"> <---- only this one works
... |
|
Xerios |
Support |
11 |
15,821 |
08-03-2009, 09:27 PM |
|
|
Thread: Specular map and jigginess
Post: Re: Specular map and jigginess
Tested it on my other pc ( one that has 8600gt ) with hpRt on, and it worked without a problem
but it still doesn't on mine
maybe my graphic card doesn't support that feature :/
I have geforce 7600gt |
|
Xerios |
Support |
6 |
6,686 |
08-01-2009, 03:39 PM |
|
|
Thread: Specular map and jigginess
Post: Re: Specular map and jigginess
Doesn't change anything, not in the mesh editor nor in my game or any of your tutorials :S |
|
Xerios |
Support |
6 |
6,686 |
08-01-2009, 02:11 PM |
|
|
Thread: Specular map and jigginess
Post: Specular map and jigginess
For some reason I'm getting this kind of low quality specular effect
Here's an example, first one is photoshopped to show you what I wanted
and the second one is what I get
[img]http://i30.tinypic.c... |
|
Xerios |
Support |
6 |
6,686 |
07-31-2009, 10:33 PM |
|
|
Thread: Speed
Post: Re: Speed
Haha that's a lot to ask Sarora, but you're right it's nothing more than just a dream :D who knows maybe one day
I was already thinking about shadows, you mentioned somewhere that you added lightma... |
|
Xerios |
Feature Requests |
6 |
6,923 |
07-31-2009, 03:10 AM |
|
|
Thread: Speed
Post: Re: Speed
no I meant engine optimization, like faster rendering
don't take me wrong this engine isn't slow but it's not fast either, the speed is average
so I was just wondering if you're planning on optimizing... |
|
Xerios |
Feature Requests |
6 |
6,923 |
07-30-2009, 10:15 PM |
|
|
Thread: Speed
Post: Speed
Will there be any speed improvements in the future? |
|
Xerios |
Feature Requests |
6 |
6,923 |
07-30-2009, 09:27 PM |