Hi guys!
Is it possible to use parallax mapping (or any other shader effect) on bsp meshes? i don't see any method on supplying the nessasary normal map textures, so i guess its not supported, but i would really like to do such an effect, so to be sure i wanted to ask the community.
Cairon
Search found 40 matches
- Sun Oct 30, 2005 1:57 pm
- Forum: Advanced Help
- Topic: Is parallax mapping possible on BSP meshes?
- Replies: 1
- Views: 314
- Sat Jan 22, 2005 1:47 pm
- Forum: Project Announcements
- Topic: Arena of Honor - Multiplayer FPS with Newton physics
- Replies: 45
- Views: 40161
Yeah, finaly, i've got it
I implemented the first car into my game.
You can get a pre-release at: http://aoh.arturh.com/aoh_v084.zip
Its the first working version, but it works quite fine
I implemented the first car into my game.
You can get a pre-release at: http://aoh.arturh.com/aoh_v084.zip
Its the first working version, but it works quite fine
- Mon Jan 17, 2005 10:30 pm
- Forum: Advanced Help
- Topic: Terrain integration into newton physics
- Replies: 3
- Views: 925
sorry, Spintz! :) But now everything works fine, and its fast enougth for me even without optimization. I'm trying now to implement the jeep from the newton sdk example... Has somebody did this before? Could someone send my some code? kontakt at arturh dot com, or contact me via icq. Because its a l...
- Mon Jan 17, 2005 9:48 pm
- Forum: Advanced Help
- Topic: Terrain integration into newton physics
- Replies: 3
- Views: 925
i've got it, with a function wrote by Sprintz in this thread: http://irrlicht.sourceforge.net/phpBB2/viewtopic.php?t=4917 But I use this only for loading terrain. But it only works when i set optimize = 0 in NewtonTreeCollisionEndBuild(newtonmap, optimize) :-( dunno why, but my fps is still very hig...
- Mon Jan 17, 2005 6:22 pm
- Forum: Advanced Help
- Topic: Terrain integration into newton physics
- Replies: 3
- Views: 925
Terrain integration into newton physics
Hi! I'm trying to implement my terrain into the newton world. I'm using the same code as for my BSP Level. You can see the result at: http://aoh.arturh.com/terrain.JPG Another problem i have with my existing code is, that i cannot set the position of my bsp level, because this results in an endless ...
- Fri Jan 14, 2005 6:26 pm
- Forum: Project Announcements
- Topic: Q3 Entity Extractor
- Replies: 13
- Views: 2576
- Tue Jan 11, 2005 9:07 pm
- Forum: Project Announcements
- Topic: Arena of Honor - Multiplayer FPS with Newton physics
- Replies: 45
- Views: 40161
Its release time again
I fixed most bugs, and I created a nice xml file gui loader.
Now I can work on the gameplay, and the networking. I will integrate a masterserver for aoh, so everybody can find running games.
http://aoh.arturh.com - Version 0.83
I fixed most bugs, and I created a nice xml file gui loader.
Now I can work on the gameplay, and the networking. I will integrate a masterserver for aoh, so everybody can find running games.
http://aoh.arturh.com - Version 0.83
- Tue Jan 11, 2005 3:54 pm
- Forum: Beginners Help
- Topic: Camera as guns parent?
- Replies: 11
- Views: 696
Hi Walter!
You can just set the position with setPosition().
If your scene node has a parent, the position is interpreted relatived to parents position and rotation.
If you want some code, check out http://aoh.arturh.com
You can just set the position with setPosition().
If your scene node has a parent, the position is interpreted relatived to parents position and rotation.
If you want some code, check out http://aoh.arturh.com
- Sun Jan 09, 2005 3:51 am
- Forum: Project Announcements
- Topic: Arena of Honor - Multiplayer FPS with Newton physics
- Replies: 45
- Views: 40161
- Thu Jan 06, 2005 3:53 pm
- Forum: Project Announcements
- Topic: Arena of Honor - Multiplayer FPS with Newton physics
- Replies: 45
- Views: 40161
- Wed Jan 05, 2005 9:31 pm
- Forum: Project Announcements
- Topic: Arena of Honor - Multiplayer FPS with Newton physics
- Replies: 45
- Views: 40161
the network stuff is really tricky, i can't say why its working now... maybe reading my code can help you, the main file for connecting is menu.cpp, there the server is started and the client waits for gettings connected. I'm checking for for rakClient->IsConnected() return true (then you are connec...
- Wed Jan 05, 2005 3:05 pm
- Forum: Advanced Help
- Topic: How can i make post-filter effects. for ex. such as Manhunt.
- Replies: 4
- Views: 598
- Wed Jan 05, 2005 3:04 pm
- Forum: Project Announcements
- Topic: Arena of Honor - Multiplayer FPS with Newton physics
- Replies: 45
- Views: 40161
Hi, I want to inform you about the progress of the game. I recently ported it to IrrlichtNX because of some advanced features I need to use... I still have some problems with the new version. My artist redesigned the menu envirement, and I'm trying to implement it. I want to post my main problems, m...
- Wed Jan 05, 2005 2:48 pm
- Forum: Advanced Help
- Topic: How can i make post-filter effects. for ex. such as Manhunt.
- Replies: 4
- Views: 598
- Sun Jan 02, 2005 8:15 pm
- Forum: Project Announcements
- Topic: Arena of Honor - Multiplayer FPS with Newton physics
- Replies: 45
- Views: 40161