I am used to putting a whole city into 1 giant texture because back in my uni days there was no other way to render under a 32bit windows using MentalRay. Memory limits were a constant plague and because of that frequent crashes, so we tried to be very radical and created 1 very big texture with all the environments of a…
just working this out in my head, I would do the following: attach the beam to 1 toggle the beam off (so the player can not see it) set up a trace between 1 and 2 if the trace from 1 hits 2, toggle the beam on if you apply this logic to each box (you will need to set up traces between all boxes) the beam will appear to…
You should still have more bricks in your tiling texture for the reasons .Wiki explained. If you want them to occupy a larger space on your walls, you simply scale the UVs down which will result in larger bricks. If you are planning to have a wall that is 3 bricks high, you might want to go with a 2:1 or even a 4:1 ratio…
yes there are. I have a note 1. Unfortunately the note 1 is a little bit laggy - maybe it's better on the note 2, but it also depends on the app - some are more laggy than others. Pressure sensitivity is so-so. Even though the thing is made by wacom it's not nearly like a real tablet - not even comparable to the cheap…
Woo hoo! Finally picked up my collectors edition at work today. I now have 2 choices. 1: Go to the pub to celebrate (again). 2: Play the game all night. or 3: Perhaps I could do a combination of 1+2. :)
I didn't use many of them but I can remember these for sure : jazz jackrabbit 2 level editor when I was 11 years old then Age of Empire (was it 1 or 2 I don't remember) map editor and of course roller coaster tycoon 1&2 :]
Thanks a lot for the good read, guys. This has been a very helpful thread. I'd like to share what I have learned from it - and this is mostly aimed at people who are writing FX shaders for the Max viewport: The standard way (the method that I have used and many others) to create a normal vector from a tangent space normal…
Convert surface normal to screen-space (you always want the sphere map to be mapped in screen-space). Use this normal as UV coordinate to sample from texture. The ss. normal will probably be in -1 to 1 range, while UV's are in 0-1 range. Plus, the normals need to start sampling from the center of the texture. So, divide…
Well, I just carried on plugging away and I have managed to get the spec working correctly, looks pretty much identical to XoliulShader (my benchmark to see if things are working correctly :p ) I was multiplying and powering by the wrong things, I was trying to figure it out just form the Xoliul source, but it is a bit…
The issue with AO is that if you render with no filtering, you'll need a very high samples count to have no grain. Tho you'd certainly have more control on falloff and spread than with a skylight. You can put a ambien/reflective Occlusion in the diffuse of the standard mat and put your diffuse in the "bright" channel. For…