flachdrache Posted October 15, 2010 Share Posted October 15, 2010 Hmmm, going through the scripts i think the conclusion is a exzessive use of the lua "scene definition" - i mean its currently half-baked. One could load all the static objects into the "house-object" too and be sparse with physic objects or make them destructible for the player_controller - which means to rewrite/change my approach. However, the objective would be pretty much drag & drop then. PS : the front material seams to be correct in my script but i dont create the object in the transparency.world - refraction shader showed me. ^^ Quote AMD 64 X2 Dual 5k - 4GB - XFX GForce9800GT - nv196.21 - WinXP Sp3 zBrush4R2 - Silo2Pro - Unwrap3DPro - Gile - MaPZone2.5 Xxploration FPS in progress ... Link to comment Share on other sites More sharing options...
Rick Posted October 15, 2010 Author Share Posted October 15, 2010 No clue what you are talking about there flachdrache I don't get why I can see my guy walking around inside, but I can't see the inside of the building. That's not making any sense to me. Quote Link to comment Share on other sites More sharing options...
Rick Posted October 15, 2010 Author Share Posted October 15, 2010 OK, if I make zsort = to 1, then the transparency works where I can see inside, but it's not showing the light I have on the inside. Quote Link to comment Share on other sites More sharing options...
flachdrache Posted October 15, 2010 Share Posted October 15, 2010 I was just thinking out loud how practical my approach is by loading floors, walls etc. into a empty dummy model in terms of physics ... ill take another look into it later. Dont know whats going on with your material file though. I guess it should be enough to load/create the transparent obejct in the transparency world and just render it like that. Dont know with shader mods atm - one could render the whole inside offscreen i.e. green-screen and copy it over the scene - but again how practical can it be. A material unable to receive dir lighting shadows would work too i guess. PS : if the material has noDraw=1 but shadows=1 - it is invisible but casts shadows. So, from the outside view it makes no sense to me that the shadows inside the building, casted by light inside the building is not visible from outside. It might should be noDraw, shadows, transparent = 1 ... and No iam not aware of a switch like "transparent". Quote AMD 64 X2 Dual 5k - 4GB - XFX GForce9800GT - nv196.21 - WinXP Sp3 zBrush4R2 - Silo2Pro - Unwrap3DPro - Gile - MaPZone2.5 Xxploration FPS in progress ... Link to comment Share on other sites More sharing options...
Rick Posted October 15, 2010 Author Share Posted October 15, 2010 Ah ok Maybe tonight I'll try not using the framework and do what Lum suggested with hiding things, draw world, unhide things, draw lights, and see if that works. Quote Link to comment Share on other sites More sharing options...
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