Search found 27 matches

by WhiteNoise
Thu Jun 22, 2006 8:55 pm
Forum: Project Announcements
Topic: Claymod public beta now available
Replies: 23
Views: 6790

My code smooths the normals and tangents. I made some more fixes to smooth them even if the vertices of each face are unique (ie, no vertices are shared, which happens when you import an OBJ from blender). As niko said, there probably should be a flag to say whether you want the normals smoothed or ...
by WhiteNoise
Thu Jun 22, 2006 7:17 pm
Forum: Project Announcements
Topic: Claymod public beta now available
Replies: 23
Views: 6790

I still wasn´t able to figure out, how to generate Normal Maps.... I will post some better instructions soon hopefully, but the basic idea is that you need to have a low polygon model (either import one or create it in the second mode). Use TAB to switch modes btw. On the third mode there is a butt...
by WhiteNoise
Thu Jun 22, 2006 7:14 pm
Forum: Project Announcements
Topic: Claymod public beta now available
Replies: 23
Views: 6790

Hi Whitenoise, Is this link correct? http://www.whitenoiseaudio.com/clay/claymod_beta.zip I ran the prg. and there is no file and help menu? So, I could not test import/export function. Also, to select buttons on menu, I must move the mouse pointer a little distance below the original position? Why...
by WhiteNoise
Thu Jun 22, 2006 7:13 pm
Forum: Project Announcements
Topic: Claymod public beta now available
Replies: 23
Views: 6790

I just made some tests with normal mapping and not animated .x models and found that when normal/paralax/ map is used engine stops supporting of smoth and character looks badly then with using of diffuse mapping. In this case will avoid using of normal map for charecters. This is a known issue. The...
by WhiteNoise
Wed Jun 21, 2006 1:49 pm
Forum: Project Announcements
Topic: Claymod public beta now available
Replies: 23
Views: 6790

etcaptor: No, I haven't solved that yet. Hopefully someone will add support for some mesh formats/scene nodes that support bones and tangents. I think this is a really important feature. For now, you can use the tool to make static objects. I also can add a feature to 'bake' the lighting into the di...
by WhiteNoise
Mon Jun 19, 2006 11:11 pm
Forum: Project Announcements
Topic: Claymod public beta now available
Replies: 23
Views: 6790

Yeah, I think those will be the next features that I implement. I also wanted to add some kind of 'texture' brushes where you can load an image and use it as a brush.
by WhiteNoise
Sat Jun 17, 2006 10:15 pm
Forum: Project Announcements
Topic: Claymod public beta now available
Replies: 23
Views: 6790

Cool, glad you guys are enjoying it. Thanks for the suggestions. I haven't really hit a limit on how many triangles it can do, but I think the most I've done is around 250,000 triangles. It should be able to handle up to 2 billion theoretically (limited by your memory of course). It is possible to p...
by WhiteNoise
Fri Jun 16, 2006 11:59 pm
Forum: Project Announcements
Topic: Claymod public beta now available
Replies: 23
Views: 6790

Nice work! ;)
by WhiteNoise
Fri Jun 16, 2006 4:00 pm
Forum: Project Announcements
Topic: Claymod public beta now available
Replies: 23
Views: 6790

Claymod public beta now available

See my blog for details and download:

http://www.whitenoiseaudio.com/blog/
by WhiteNoise
Wed Jun 14, 2006 12:42 pm
Forum: Project Announcements
Topic: Clay modeller, new screens
Replies: 5
Views: 3121

Things are just about ready for beta testing. I was thinking about releasing it earlier but I decided to keep working on fixing bugs and adding things so I could release a usable beta. I will post something soon...

-Dave
by WhiteNoise
Mon Jun 12, 2006 2:04 am
Forum: Project Announcements
Topic: Clay modeller, new screens
Replies: 5
Views: 3121

Clay modeller, new screens

HP Mesh: http://www.funarchy.com/clay/clay13.jpg LP Mesh (incomplete): http://www.funarchy.com/clay/clay14.jpg Work continues on my clay modelling / normal mapper app called Claymod (written in irrlicht). I made a few more fixes this weekend and fixed 99% of the artifacts with the texturing and adde...
by WhiteNoise
Fri Jun 02, 2006 3:43 pm
Forum: Project Announcements
Topic: New mesh file formats (ASE,LWO,DXF, Ogre) Ogre update
Replies: 20
Views: 11143

I'd love to see an Ogre or MD5 import as well.
by WhiteNoise
Thu May 25, 2006 1:14 am
Forum: Code Snippets
Topic: (C++) Better createMeshWithTangents()
Replies: 8
Views: 3698

That's correct, it takes the average normal, the same as if you called 'recalculateNormals'. I don't have any plans to modify it - in most cases I think you'd want to use the average normal anyway.
by WhiteNoise
Thu May 25, 2006 1:05 am
Forum: Project Announcements
Topic: [Released] High On Racing
Replies: 7
Views: 2053

Yay a real looking game made with irrlicht. :D
by WhiteNoise
Wed May 24, 2006 5:26 pm
Forum: Project Announcements
Topic: Working on a 3d Modeller in irrlicht
Replies: 22
Views: 3112

One more update on my blog ( http://www.whitenoiseaudio.com/blog/ ). I finally resolved all the issues with the texture generation and UV unwrapping. Just a few more steps to go..