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Marleys Ghost

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Everything posted by Marleys Ghost

  1. So what exactly is it NOT doing? This line sets the controllers height, here example 2.0 TController player=CreateController(2.0); This sets the Cameras height, here example Y+1.75 camerapos.Y=Curve(playerpos.Y+1.75,camerapos.Y,2.0);
  2. post your code and I will take a look.
  3. Very intersting read Nio, thanks for that
  4. Sounds like you need to set the camera postion attched to the controller, try adding 1 to the value.
  5. nope, everythings real dark .. fps is slain and no colour bounce.
  6. Have you checked the resources section ?
  7. do you mean export them from blender?
  8. Have you tried the blender forum/site for tutorials on texturing an object in blender?
  9. I have not entirely made my mind up on the new SSDO (screen-space directional occlusion). I liked, in some circumstances, the effect SSAO gave, especially on bump mapped brick textures. But I find SSDO to be quite "fizzy" possibly from the curve on the camera look values. This may well be down to settings but so far try as I might I still get this. Not sure it will be useful in an FPS situation as the HUD model seems to interact. It does however have a very pleasing effect on "organic" assets. I think I will "play" some more with it, see if I can reduce the "fizzing".
  10. well you have the concept of "programmers art" why not "Artists Code" ? surely a modicum of ability with lua is needed?
  11. Need more information and examples/pics ...
  12. Surely if you wanted to use DirectX .. then you'd simply choose an engine that uses it?
  13. try renaming the dds file to leafxyz.dds and the .mat file to leafxyz.mat and change the first line of the mat file to : texture0="abstract::leafxyz.dds" You'll probably find you have another leaf.mat/.dds file somewhere in the abstract path .. I know I do.
  14. Think I will just wait until Josh moves the filter to the end of the line, and if needed adds it in the water shader as well...
  15. There were some issues when parenting fw.Main.camera to a pivot.
  16. The new Indoor Lighting Optimization is truly a fine addition to the Engine. It has taken a little while to get into the habit of automatically setting the lights to Dynamic, Dynamic + Static, Static or Dynamic + Static + Buffered, as well as the needed setting for the objects in the scene. Objects that would normally always be static I have, for the time being, simply added an ini file to set them to static automatically. This will later be set via their scripts but for now it suffices.
  17. I am running: GeForce/ION Release 196 Version: 196.21 WHQL Release Date: 19.1.2010 Not had any issues with bloom, so far that is.
  18. Would that be like the same way it sets up new projects where you import them?
  19. You don't use any other labels in the name of the object? I also like to keep models in thier own seperate directories it helps when moving them. I can see all the points being made, but I still have no problems with the current system and kinda like it, I wasn't sure I would at first but .. you obviously dont, therefore we will just have to agree to disagree.
  20. I actually think of it as cataloging, but it really is nice and neat That made no sense .. hidden meaning Props_Boxes_box01, oh yes it might be code for a tree ??
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