Search Results
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Forum |
Replies |
Views |
Posted
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Thread: Hey guys
Post: RE: Hey guys
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llynx |
Say Hello |
4 |
6,418 |
12-11-2011, 10:59 AM |
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Thread: [Iola-Corp] SawgeniuS
Post: RE: [Iola-Corp] SawgeniuS
Very well designed caverns! |
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llynx |
Showcase |
51 |
51,956 |
12-06-2011, 04:19 AM |
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Thread: Extremely Low-Quality Grass and Plants
Post: RE: Extremely Low-Quality Grass and Plants
Licensing issues for those particular models restrict Esenthel from publicly distributing them in their original form. I believe he got them off of turbosquid. |
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llynx |
Support |
6 |
6,599 |
11-10-2011, 06:52 AM |
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Thread: Hair
Post: RE: Hair
Use multiple layers of cloth with loose parameters with one end of each segment fixed to the players head. You'd have to work out the kinks to make it look right. If I remember correctly, Kane and Lyn... |
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llynx |
Beginner Questions |
3 |
4,917 |
11-09-2011, 05:07 PM |
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Thread: question about sizing objects
Post: RE: question about sizing objects
(11-08-2011 06:56 PM)JMtheCONQUERER Wrote: Say 6 feet.
So in the model editor what scale would that be?
I'm pretty sure 1 unit in ME is 1 meter. |
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llynx |
Beginner Questions |
2 |
4,930 |
11-08-2011, 08:52 PM |
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Thread: Developing for Android
Post: RE: Developing for Android
(11-04-2011 07:26 PM)Esenthel Wrote: I've did more research and I've found out that Google Android Emulator does not support OpenGL ES 2.0.
EE SDK will not work on emulator, you need to have a... |
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llynx |
Beginner Questions |
6 |
6,713 |
11-05-2011, 01:49 AM |
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Thread: Android?
Post: RE: Android?
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llynx |
Offtopic |
16 |
16,477 |
11-01-2011, 01:04 AM |
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Thread: Can multiple models be linked to make one?
Post: RE: Can multiple models be linked to make one?
This is how many models are structured, they are made up of different 'parts'. You can do this in your external modeling program. |
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llynx |
Graphics |
12 |
12,721 |
10-30-2011, 07:49 PM |
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Thread: Android?
Post: RE: Android?
It would be great if it would work with BlueStacks so that 3D Development would be possible even without having an android phone. (Game Development on the emulator is a ludicrously slow, especially ho... |
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llynx |
Offtopic |
16 |
16,477 |
10-29-2011, 08:10 PM |
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Thread: Latest Editor issues
Post: RE: Latest Editor issues
(10-26-2011 01:39 PM)Tottel Wrote: I'll just continue in this thread.
Is it possible to add a "show paths" option in the view-menu? Because I'm using an azerty-keyboard, and the backslash shor... |
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llynx |
Tools |
13 |
11,452 |
10-27-2011, 12:13 AM |
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Thread: 100k+ Particle Rendering Performance Issue
Post: RE: 100k+ Particle Rendering Performance Issue
(10-21-2011 08:22 AM)b1s Wrote: Im pretty sure I got something wrong here.
It is being really heavy on performance.
PHP Code:
height-=Time.d()*10; &nbs... |
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llynx |
Support |
34 |
37,176 |
10-21-2011, 04:22 PM |
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Thread: Render to texture mirrors
Post: RE: Render to texture mirrors
Couldn't you effectively render a 180 degree fov viewport to the reflection map of an object and have pseudo realistic reflections? |
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llynx |
Code Snippets |
5 |
8,075 |
10-10-2011, 11:03 PM |
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Thread: alternate drawBehind() functions
Post: RE: alternate drawBehind() functions
Many FPS's have an animation where the gun is pointed upwards when too close to a wall. Some in addition to this have it so the gun moves towards the player slightly if the gun is beginning to clip th... |
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llynx |
Esenthel Store Sources |
2 |
3,986 |
10-09-2011, 02:15 PM |
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Thread: Draw3D image disappears at distance
Post: RE: Draw3D image disappears at distance
(09-21-2011 10:49 PM)Randy Wrote: Thanks!
I found PosToScreen() + D.textDepth() + D.text() is very useful combination for player names/chat clouds drawing, but how about setting image distance... |
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llynx |
Graphics |
12 |
12,347 |
09-21-2011, 11:22 PM |
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Thread: 6990M Shader Model 5 Issue
Post: RE: 6990M Shader Model 5 Issue
Wow I completely overlooked that. Tessellation doesn't work well with already very complex models and causes checkerbox texture artifacts :\
[attachment=1466] |
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llynx |
Support |
2 |
4,766 |
09-20-2011, 04:34 PM |
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Thread: 100k+ Particle Rendering Performance Issue
Post: RE: 100k+ Particle Rendering Performance Issue
I found how to make this work. (For future reference if anyone needs to draw alpha particles over refracted meshes)
PHP Code:
RM_BLEND:{ Get Backbuffer/SetShader; &nb... |
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llynx |
Support |
34 |
37,176 |
09-18-2011, 07:15 PM |
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Thread: 6990M Shader Model 5 Issue
Post: 6990M Shader Model 5 Issue
I have the most up to date drivers but EE is only recognizing that I have SM3 when I have SM5 and can run tessellation in all games. |
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llynx |
Support |
2 |
4,766 |
09-18-2011, 04:32 PM |
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Thread: 3D Pathfinding
Post: RE: 3D Pathfinding
Sounds like a really cool feature to have built in! :D |
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llynx |
News |
72 |
85,197 |
09-18-2011, 01:19 AM |
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Thread: 100k+ Particle Rendering Performance Issue
Post: RE: 100k+ Particle Rendering Performance Issue
My setup is similar to the refraction shader tutorial. If you draw alpha particles in the refraction shader tutorial you get the same issue when the particles are in front of the refracted material. |
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llynx |
Support |
34 |
37,176 |
09-18-2011, 01:11 AM |
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Thread: 100k+ Particle Rendering Performance Issue
Post: RE: 100k+ Particle Rendering Performance Issue
Yes, just that.
I draw the mesh, get the back buffer, set the shader, then draw the particles but the particles are not drawn over the mesh. (But they are drawn properly on screenspace that is not th... |
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llynx |
Support |
34 |
37,176 |
09-17-2011, 05:28 PM |