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omid3098

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Everything posted by omid3098

  1. Thank you Dave, but I think the problem is with Lua Code.. it generates mesh somewhere else: did you used "Decals for Editor v 0.1"
  2. oops! now it works fine.. normal window ~ 40 full screen ~37
  3. first pc your latest release id 28kb?!
  4. I got 20-30 in window mode and almost 6-7 with fullscreen mode. sounds was strange? my specs are in my sig..
  5. has someone else any bugs in 2.32r5? more then a specific height (almost y>150), decales are not visible. same settings and textures works fine in 2.31 terrain is 2048*2048 (checked into desert highway too) also Dave has a decal_Mud model. but it don't have any problems.. (however I think he used first release of decales) I'm really confused. material is a simple difuse: texture0="abstract::0d_decal_beachsand01.dds" clamp0=1,1,0 blend=0 depthmask=1 depthtest=1 overlay=1 zsort=1 cullface=0 castshadows=0 shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse.frag" PS. terrain altitude is 500. I think that is related is someway..
  6. It's really annoying: min slop = 4 max slop = 16 results:
  7. almost all versions have something strange.. the best choice before LE3 should be 2.32r5 as it is still under bugfix and probably you have better performance/quality/features there. I know there is some WIP project in forum, and if all of them use same version, maybe they can support each other too..
  8. good job as almost always! I preferred to see ground with parallax shader..
  9. you are amazing! THUMBS UP!! keep rocking...
  10. so please let us know what you got.. [thumbs up dude]
  11. yes, I know.. it's what I'm using right now.. but speedtree uses exactly billboards for leaves in some of its trees..I checked many tutorials about making trees and some of them used this technique too..
  12. Thank you very much! let me check it.. I found that lots of speedtree leaves have billboard shader. and as my trees are little **** right now(!) I have to check them with this technique..
  13. maybe no one knows how to do that! we want to use 2.26 water shader in 2.32 but no one knows! we want to use 2.31 SSDO in 2.32 but no one knows! we want to use billboards but no one knows! (maybe some one knows but no one replies!) bla bla bla .... but know one knows!
  14. downloading now! I should help me to learn many things from you! thank you very much dude
  15. omid3098

    Claudia

    anatomy, anatomy, anatomy! I went a wrong way, you don't go that way! there is many helpful anatomy references, just draw them first with simple lines and try to attend analogy.. if you don't have enough time for these, just use ready base meshes. you can find many of them for free, or use makehuman and sculpt on its models. and for each part of sculpting process, don't forget to put a reference beside you. do hairs after all parts. btw her face is so cute!
  16. I'm highly agree with Aggror about thumbnails and more visual guide lines..
  17. omid3098

    Net Wars

    now looks better. I think you need some Negetables for terrain!
  18. omid3098

    Downtime

    LESDK 2.32r5 is not in restored site. latest version 2.32r4 may you put it there?
  19. omid3098

    Net Wars

    looks fun! specially I like your terrain textures. just some suggestions: - balance saturation of whole scene. for example in your last shot, vehicles are too saturated rather than characters or terrain. - maybe it would be better to arrange your army with "just a little" disorder. keep it up
  20. a huge + for this (it would be better to post this in feature request )
  21. I know that because here is the same.. but as you told there is no way to run away from learning english! so we should practice ourselves..
  22. German language is like english..! I don't know why it's hard for Germans to speak english! I can suggest Persian section too!! here is my suggestion to support other languages: when you want to post a topic, or a reply to a topic, in advance mode, you have a other language text box. so you define your target language, and post your description there too. original post will be in english and in corner of each post we can have an icon to inform us if this post is available in other language. hope you understand my mean.. if you don't I can describe more!
  23. thank you Lumoja, 2 more questions please: - should we do this only in code? or is there any easier way to do this for someone like Game designer? as we tested we should do this with "loadmodel" command and it's hard for game designer to do this. - should we detach glasses to separate GMF files or we can move a hierarchy of a model into foreground world?
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