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1076030 Posts in 44157 Topics- by 36124 Members - Latest Member: Fitzgerald

December 30, 2014, 03:10:56 AM
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1081  Feedback / DevLogs / Re: Pike & Shot on: December 06, 2011, 11:51:23 AM
Whoah. This is looking good.
1082  Developer / Technical / Re: Irrlicht - lighting on: December 03, 2011, 08:54:43 AM
I've got the problem solved. And it wasn't exporter.

The problem was with models - not every verticle had assigned bone or so.
1083  Developer / Technical / Re: Irrlicht - lighting on: December 01, 2011, 07:16:56 AM
This is a serious problem. Much of my .x exports from blender are looking this way:



And i don't know if it's Blender's fault or is it Irrlicht...

I'll add that much animated objects has these verticles. It's happening when i select "export armatures" in Blender to make bones impact on the model (animate it).
1084  Developer / Technical / Re: Irrlicht - lighting on: November 29, 2011, 05:03:37 AM
You might have done this, but just to make sure, have you enable the lightning on the terrain model? like:
Code:
terrain->setMaterialFlag(EMF_LIGHTING, true);


It's obvious one (to me).

@moi,  Durr...?

Quote
regarding the export. It might be the obj export plugin you use for blender. If it has options, look to make sure there is something to preserve hard edges.

I will, thanks.
1085  Feedback / DevLogs / Re: Red Wizard Island on: November 28, 2011, 02:28:35 PM
Yeah, warp looks warpier now Smiley
1086  Feedback / DevLogs / Re: CraftStudio - multiplayer game-making tool on: November 28, 2011, 01:34:57 PM
I've just tested your project.

It's awesome. Don't waste your talent. Making something outstanding  Smiley
1087  Feedback / DevLogs / Re: Red Wizard Island on: November 28, 2011, 01:22:11 PM
Hey, the fireball effect looks great!

Althrought, warp could use some more power.  Smiley
1088  Developer / Technical / Re: Irrlicht - lighting on: November 28, 2011, 12:45:04 PM
Meantime, i have problem with .x file. Any idea why verticles may be so mixed?




Just look at guy's feet. Verts went mad.

@EDIT

Fixed it.
1089  Developer / Technical / Re: Irrlicht - lighting on: November 28, 2011, 10:02:45 AM
Quote
It sure looks like there's something weird going on with the normals and/or the lighting.

I've tried changing normals's settings, no use. The same lighting works fine for .3ds.

Quote
Or maybe, the light direction is wrong? Looks like it facing upward instead downward

It's facing towards point 0,0,0 from point 15,60,5. Map from downwards looks just the same as from upwards.

The second screenshot has all the edges set to be smooth. You lost the smoothing group information in the export.

Quote
Not sure if those black patches are on account of the smoothing groups. It's possible. Could also be non-perpendicular normals.

I'm unsure how do i fix that?

Quote
could be a problem with UV wrapping

UV wrapping seems fine to me.
1090  Developer / Technical / Re: Irrlicht - lighting on: November 28, 2011, 09:36:12 AM
I've still got completely no idea how to fix it  Concerned
1091  Feedback / Playtesting / Re: Game Name Clinic - I will rate your game's name on: November 28, 2011, 08:49:17 AM
I wouldn't call it "Public Investigator" at all. Maybe something with Detective? Or Strict Investigator.
1092  Developer / Technical / Re: Irrlicht - lighting on: November 27, 2011, 01:54:14 PM
I wonder how can i fix that.

Models are being made in Blender, and we're ( me and my brother ) are using materials, not an uv map (one .png or .bmp). We use colors, but wanted to use textures.
1093  Developer / Technical / Re: Irrlicht - lighting on: November 27, 2011, 01:46:04 PM
Here's a comparison:

1) .3ds



2) .obj




No matter how big ambient color will be, it stays the same at .obj.
1094  Developer / Technical / Re: Irrlicht - lighting on: November 27, 2011, 01:03:57 PM
Well, i've made it look better using .3ds file instead of .obj. Here's how it looks now:



But, is there a way to make this lighting smoother? As you can see it isn't as smooth as it was on (not working) .obj.
1095  Developer / Technical / Irrlicht - lighting on: November 27, 2011, 10:35:53 AM
Hi.

I need to make effective & nice looking light for one big object which cannot be a terrain.

This is what i could achieve with

Code:
video::SLight light_data;
light_data.AmbientColor = video::SColorf(1.0,1.0,1.0);
light_data.DiffuseColor = video::SColorf(1.0, 1.0, 1.0);
light_data.SpecularColor = video::SColorf(0.5,0.5,0.5);
light_data.CastShadows = true;
light_data.Radius = 745.0;
light_data.Type = video::ELT_DIRECTIONAL;
    
scene::ILightSceneNode* light = menage->addLightSceneNode(0, core::vector3df(60,40,50));
light->setLightData(light_data);



I need help ASAP  Concerned!

If you have any idea on how to make good-looking lights with possible shadow dropping, write now!  Screamy
1096  Player / General / Re: Something you JUST did thread on: November 26, 2011, 02:02:02 PM
Posted at an devlog topic.
1097  Feedback / DevLogs / Re: CraftStudio - multiplayer game-making tool on: November 26, 2011, 02:00:03 PM
It looks outstanding.

I wonder how big customizeability does the games made in it have.


And my main & loved question: What language do you use & graphics engine?  Smiley
1098  Feedback / DevLogs / Re: Red Wizard Island on: November 25, 2011, 05:47:23 AM
Looking good  SmileyHand Thumbs Up Right

Black hole could do a little more effective warp effect through. It's not too big.
1099  Developer / Workshop / Re: Asepl's workshop of improvement on: November 25, 2011, 05:34:01 AM
Quote
I guess this is not in game engine right?

I'm his brother, and we thought of it. Maybe we will make a game out of it later on. Currently it's all only his models 0% of my scripting. We'll see how will it look in C++...
1100  Developer / Art / Re: show us some of your pixel work on: November 25, 2011, 05:30:07 AM
I've made some tileset...



I know... I'm not too talented  Waaagh!
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