Ok, thats a shame - as you mentioned, dynamic lightmaps & a parallax would be a good example.
I'm not sure how difficult it would be to extend.
Search found 13 matches
- Tue Mar 11, 2008 9:28 am
- Forum: Beginners Help
- Topic: Materials
- Replies: 6
- Views: 719
Seems slightly bizarre? you could still have non-dynamic parallax mapping, calculated from either a node or from where the light source was/is? also what about using a sun object placed in the scene?
So from what I read, by using a the advantages of a lightmap on your geometry, your also removing ...
So from what I read, by using a the advantages of a lightmap on your geometry, your also removing ...
- Tue Mar 11, 2008 8:33 am
- Forum: Advanced Help
- Topic: Terrain Texture Splatting
- Replies: 45
- Views: 31733
- Tue Mar 11, 2008 8:26 am
- Forum: Beginners Help
- Topic: transparent texture
- Replies: 17
- Views: 1723
- Tue Mar 11, 2008 8:12 am
- Forum: Beginners Help
- Topic: Materials
- Replies: 6
- Views: 719
Thank you for the reply - ignoring the 2nd UV channel issue, its now working as you mentioned, all I had todo was to duplicate the "attributes".
Does this apply specifically to the .obj file, or all formats? its seems concerning that you can't attach a attribute to a surface name - if for instance ...
Does this apply specifically to the .obj file, or all formats? its seems concerning that you can't attach a attribute to a surface name - if for instance ...
- Mon Mar 10, 2008 4:33 pm
- Forum: Beginners Help
- Topic: Materials
- Replies: 6
- Views: 719
Materials
Hi! I have object file (.obj) with a UV map and two defined surfaces (TempSurface & Floor). My question is how can I apply textures specifically to these surface without applying globally?
My IRRSCENE file object currently is as the following:
<node type="mesh">
<attributes>
<string name ...
My IRRSCENE file object currently is as the following:
<node type="mesh">
<attributes>
<string name ...
- Mon Mar 10, 2008 11:20 am
- Forum: Project Announcements
- Topic: CobbleStones
- Replies: 9
- Views: 2622
- Mon Mar 10, 2008 10:33 am
- Forum: Everything 2d/3d Graphics
- Topic: Blender -> IrrMesh exporter!
- Replies: 11
- Views: 5043
- Mon Mar 10, 2008 9:52 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Lightmapping example
- Replies: 5
- Views: 6008
- Mon Mar 10, 2008 9:24 am
- Forum: Advanced Help
- Topic: Terrain Texture Splatting
- Replies: 45
- Views: 31733
- Fri Mar 07, 2008 10:13 am
- Forum: FAQs, Tutorials, Howtos, and external tool lists
- Topic: Tool List
- Replies: 37
- Views: 97442
http://quadsoftware.com
Grome Standard & Professional edition, probably one of the best current terrain editors available, also supports object placement, lightmapping & instance output.
.
Grome Standard & Professional edition, probably one of the best current terrain editors available, also supports object placement, lightmapping & instance output.
- Thu Mar 06, 2008 8:06 am
- Forum: Beginners Help
- Topic: Irrlicht Terrain (few questions)
- Replies: 3
- Views: 712
- Wed Mar 05, 2008 2:49 pm
- Forum: Beginners Help
- Topic: Irrlicht Terrain (few questions)
- Replies: 3
- Views: 712
Irrlicht Terrain (few questions)
Hi, we're a small group working on a product currently using the TGEA engine from Garagegames, and were currently looking into other engine alternatives.
Ive of course read the site and searched through the forums, but just have a couple quick questions which I couldn't find a definite answer on ...
Ive of course read the site and searched through the forums, but just have a couple quick questions which I couldn't find a definite answer on ...