Search found 13 matches

by PuG
Tue Mar 11, 2008 11:13 am
Forum: Beginners Help
Topic: Materials
Replies: 6
Views: 578

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.
by PuG
Tue Mar 11, 2008 9:28 am
Forum: Beginners Help
Topic: Materials
Replies: 6
Views: 578

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 an...
by PuG
Tue Mar 11, 2008 8:33 am
Forum: Advanced Help
Topic: Terrain Texture Splatting
Replies: 45
Views: 29365

Well I suppose your paying for the quality of toolset & to make sure development continues - ive tried allot of different programs, short of Grome I thought Earth Sculptor? was pretty good.
by PuG
Tue Mar 11, 2008 8:26 am
Forum: Beginners Help
Topic: transparent texture
Replies: 17
Views: 1079

Im new to Irrlicht! but to me that looks like a sort order problem, or zbuffer?
by PuG
Tue Mar 11, 2008 8:12 am
Forum: Beginners Help
Topic: Materials
Replies: 6
Views: 578

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 ...
by PuG
Mon Mar 10, 2008 4:33 pm
Forum: Beginners Help
Topic: Materials
Replies: 6
Views: 578

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 na...
by PuG
Mon Mar 10, 2008 11:20 am
Forum: Project Announcements
Topic: CobbleStones
Replies: 9
Views: 2388

same here, 0 bytes - but looks good!
by PuG
Mon Mar 10, 2008 10:33 am
Forum: Everything 2d/3d Graphics
Topic: Blender -> IrrMesh exporter!
Replies: 11
Views: 4248

Great! perhaps the exporter could also work for Modo which supports Python, Lua etc?
by PuG
Mon Mar 10, 2008 9:52 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Lightmapping example
Replies: 5
Views: 5710

Hi, I just tried to run it, copied in a 1.4 DLL but comes up with:

"The application failed to start because its side-by side configuration is incorrect"
by PuG
Mon Mar 10, 2008 9:24 am
Forum: Advanced Help
Topic: Terrain Texture Splatting
Replies: 45
Views: 29365

Hi, looks good! well its similar to how Atlas does terrain in TGEA using a opacity/attributes map. I think its a good way of doing it, but for an example you have four 512 texture tiles, and one opacity PNG image with 4 channels. Each channel has a defined zone (R,G,B,A), and then all you have todo ...
by PuG
Fri Mar 07, 2008 10:13 am
Forum: FAQs, Tutorials, Howtos, and external tool lists
Topic: Tool List
Replies: 37
Views: 85133

http://quadsoftware.com

Grome Standard & Professional edition, probably one of the best current terrain editors available, also supports object placement, lightmapping & instance output. :).
by PuG
Thu Mar 06, 2008 8:06 am
Forum: Beginners Help
Topic: Irrlicht Terrain (few questions)
Replies: 3
Views: 521

Thank you for the replys :)
by PuG
Wed Mar 05, 2008 2:49 pm
Forum: Beginners Help
Topic: Irrlicht Terrain (few questions)
Replies: 3
Views: 521

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. Fi...