Great grass.Escen wrote:Well, nothing special really , just a slightly modified old-fashion grassnode.Hey Escen, what did you use for that grass?
I just placed them in a cross to look more like a tussock.
Post Your Irrlicht Screenshots / Render Here.
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Can you create coverage maps with the grass nodes?
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
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- Joined: Sun May 18, 2008 9:42 pm
Like to control where the grass scene node shows up.
That would be illogical captain...
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
My first full game:
http://www.kongregate.com/games/3DModel ... tor#tipjar
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Thanks But sadly, yes. If I could come up with a method of converting a texture coordinate to world position (not in a shader), then I could do it for other nodes as well.
I have a 512x512 texture and I need a way to convert each pixel to its world position. Shaders make this conversion easy but I don't know how to output that result back to software.
I have a 512x512 texture and I need a way to convert each pixel to its world position. Shaders make this conversion easy but I don't know how to output that result back to software.
A small experiment to test how good was the Q3->Irrlicht rendering.
Not bad in first instance, but it looks a bit darker than the original. the pipes, on the other hand, have more detail in Irrlicht than in Q3, because in Q3 the evaluation of the surfaces left some holes that don't appear in Irrlicht.
Is it posible to render a Quake 3 shader modified with another custom shader (perhaps to add normal mapping and Phong shading, while keeping the Q3 lightmapping, and environmental textures) so it has the Q3 effects, like scrolling, and stuff, and features more advanced rendering routines?
Not bad in first instance, but it looks a bit darker than the original. the pipes, on the other hand, have more detail in Irrlicht than in Q3, because in Q3 the evaluation of the surfaces left some holes that don't appear in Irrlicht.
Is it posible to render a Quake 3 shader modified with another custom shader (perhaps to add normal mapping and Phong shading, while keeping the Q3 lightmapping, and environmental textures) so it has the Q3 effects, like scrolling, and stuff, and features more advanced rendering routines?
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
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Editor looks promising. Is this proprietary or open source?
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
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- Joined: Fri Aug 22, 2008 8:50 pm
- Contact: