Search found 16 matches

by spooky_paul
Mon Sep 24, 2007 2:01 pm
Forum: Project Announcements
Topic: SUPREMACY ERRANDS - v1.6
Replies: 178
Views: 55366

Hey dude, SpOOky here. Din't bother to read through all the pages because i am so lazy, but i need to ask why didn't you implement shadows? It would look so sweet with some lightmapped buildings/streets and self-shadowed vehicles.

Just my two cents...
by spooky_paul
Fri Jun 15, 2007 11:31 pm
Forum: Advanced Help
Topic: Parallax maping
Replies: 1
Views: 632

for #2 you can use nvidia`s photoshop plugin
by spooky_paul
Tue Jun 12, 2007 11:58 am
Forum: Advanced Help
Topic: D3 Materials
Replies: 23
Views: 2495


Ogre can't read resource.cfg files itself, this is solely for samples, they are parsed by the example framework, not by ogre itself. And everything that can be done in a terrain.cfg can be done in code. It doesn't need cfg files at all. :)

i didnt stated that ogre is dependent on cfg files. i ...
by spooky_paul
Tue Jun 12, 2007 10:14 am
Forum: Advanced Help
Topic: D3 Materials
Replies: 23
Views: 2495


Ogre doesn't need cfg files for loading meshes. In fact it doesn't need any cfg files at all.

actually ogre does use .cfg files. resource paths and terrain definitions are stored in such files

OGRE might use some extra specifications you might missed

in ogre each fragment/vertex shader you ...
by spooky_paul
Sun Jun 10, 2007 2:30 pm
Forum: Open Discussion and Dev Announcements
Topic: Animation code bug
Replies: 9
Views: 1184

thanks for the fix, i hope that it will improve performance to a certain level

paul
by spooky_paul
Sat Jun 09, 2007 3:15 pm
Forum: Open Discussion and Dev Announcements
Topic: Animation code bug
Replies: 9
Views: 1184

this is good news. any eta on the 1.3.1 release?
by spooky_paul
Sat Jun 09, 2007 10:56 am
Forum: Open Discussion and Dev Announcements
Topic: Animation code bug
Replies: 9
Views: 1184

this is really bad news, as in my project there are at a given moment as more as 10 characters, about 5k polys each, normal mapped, and the scene dynamic lit. the way irrlicht handles animated nodes is quite a big performance drawback, and this throws off getting @30fps on medium hardware

is there ...
by spooky_paul
Sat Jun 09, 2007 12:14 am
Forum: Open Discussion and Dev Announcements
Topic: Animation code bug
Replies: 9
Views: 1184

Animation code bug

I have read in a topic that due to a bug in the 1.3 version irrlicht animates each frame twice, dos giving an important performance drop.

my question is if it was fixed in the latest svn, and if not when will it be?

paul
by spooky_paul
Fri Jun 08, 2007 7:42 pm
Forum: Advanced Help
Topic: D3 Materials
Replies: 23
Views: 2495

That's like saying you want someone to do the entire work for you...
true
I tried the NVidia shaders library but it doesn't work for me...

are you sure you did? :lol: the first one in there, relief mapping has this description: This material shows and compares results from four popular and ...
by spooky_paul
Fri Jun 08, 2007 3:37 pm
Forum: Beginners Help
Topic: very bad fps (please read it)
Replies: 12
Views: 1225

greenya wrote:
hybrid wrote:If you have animated nodes and using Irrlicht 1.3 you will get a noticable drop in FPS due to a bug in the animation code. It's animated twice per frame, and that is quite costly.
Is this fixed in latest (current) SVN version ?
well was it? this is critical info
by spooky_paul
Fri Jun 08, 2007 6:07 am
Forum: Beginners Help
Topic: very bad fps (please read it)
Replies: 12
Views: 1225

i am getting ~50fps on an even older fx5200 with an amd athlon 2400+ cpu and 768 ddram. before i downloaded the game i was afraid that you were using a pixel shader or smth, the whole 5 series is real crappy when i comes to that
by spooky_paul
Thu Jun 07, 2007 8:54 pm
Forum: Advanced Help
Topic: D3 Materials
Replies: 23
Views: 2495

as i mentioned before you could check out the nvidia shader library for examples, but note that hlsl shaders are restricted to DirectX use and glsl ones to OpenGL
by spooky_paul
Thu Jun 07, 2007 7:38 pm
Forum: Advanced Help
Topic: D3 Materials
Replies: 23
Views: 2495

what you have there is a engine specific material script. from what i know irrlicht does not support material scripts, therefor the only way you can access that functionality is either via the built in materials or via fragment and/or vertex shaders
by spooky_paul
Thu Jun 07, 2007 7:06 pm
Forum: Beginners Help
Topic: help for fps
Replies: 6
Views: 788

thanks, but all i was trying to do is to point him in the right direction :)
by spooky_paul
Thu Jun 07, 2007 2:01 pm
Forum: Beginners Help
Topic: help for fps
Replies: 6
Views: 788

when you are creating a piece of software you realize that you spend more on debugging the code than actually writing it. the best thing that you can do now is to learn proper debugging. posting an industrial-sized code snippet and asking other people to do your work wont get you anywhere.