Search found 170 matches
- 2006-09-24, 00:08
- Forum: Models, Materials, Textures, Sound, Music, ...
- Topic: Model Import Problem
- Replies: 30
- Views: 41037
Hi Looks like your mat file contains much more info than needed, im not sure what of the ase file spec is needed and what is useless ..ask Carsten for more infos about that. But your problem may be caused because of this *MATERIAL_AMBIENT 0.5 0.5 0.5 Your RGB Channel for the ambient (world light) is...
- 2006-07-27, 16:24
- Forum: Models, Materials, Textures, Sound, Music, ...
- Topic: Internal WIP thread
- Replies: 42
- Views: 36483
Hmm i just wonder why the color is so intense blue of those stripes .. I mean , look the paper is brown and the board is nearly white even with the blueish player light. But that stripe is "very" blue, so it looks like the diffuse is having a blue strip.. Still confuses me XD I would add a normal ma...
- 2006-07-26, 22:08
- Forum: Models, Materials, Textures, Sound, Music, ...
- Topic: Internal WIP thread
- Replies: 42
- Views: 36483
Yup, its a quite confusing theme, due to the lack of proper nomenclature.. The fact is: There are more ways and names for similiar effects. But only 2 are really different (in visual result and perfomance) So Parallax mapping is indeed NOT virtual displacement mapping, the article on wikipedia ist s...
- 2006-07-26, 19:05
- Forum: Models, Materials, Textures, Sound, Music, ...
- Topic: Internal WIP thread
- Replies: 42
- Views: 36483
I had some discussion with Thrawn about this feature. The result was, that parallax/offset mapping can be used in some (!) situations, but there are much more negative side-effects (need ps 2.0 or higher, artifacts at steep angles).. so it will be implemented when there is time for such eyecandy. So...
- 2006-05-16, 11:28
- Forum: General and Miscellaneous
- Topic: Interesting (free) conference software
- Replies: 3
- Views: 17797
No its not that much of a hardware eater (since its not something like a videocast) ^^ Think of it as "virtual desktop" that can be shared between different people. Its a snapshot, made by the owner of the desktop, but you can invite people to a) take a sneak on text or image documents etc or b) you...
- 2006-05-15, 23:06
- Forum: General and Miscellaneous
- Topic: Interesting (free) conference software
- Replies: 3
- Views: 17797
Interesting (free) conference software
How many of us have wanted to be able to *show* somebody what we're talking about when explaining new functionality in a webpage, or in some other IT related system? That's the problem solved by Vyew - it lets you show files, and most crucially your desktop in real time to a group of people. Here's ...
- 2006-05-13, 13:14
- Forum: Cafu Engine Support and Discussion
- Topic: The Ultimative WIP Thread
- Replies: 26
- Views: 37720
Thats true ;) My point was not to tell whats better, but clarify that there are different ways to achive nice surfaces. A well made texture, including baked speculars should not be combined with the Nmap/Specular method. The tutorial works well on static light enviroments, not with dynamic lights. I...
- 2006-05-13, 00:28
- Forum: Models, Materials, Textures, Sound, Music, ...
- Topic: MD5 Export works properly !
- Replies: 13
- Views: 21810
No a shader is not only a single texture ! A shader is a textfile, that refers to textures and creates the material. Have a look at the Ca3D material section Ca3D-Engine\Games\DeathMatch\Materials There are some textfiles, go and open it (for example Kai.cmat) with a texteditor: There is shaderline ...
- 2006-05-12, 23:10
- Forum: Models, Materials, Textures, Sound, Music, ...
- Topic: MD5 Export works properly !
- Replies: 13
- Views: 21810
Hi and welcome to the forum ;) This is not really the forum for Doom3 questions, and i uninstalled Doom3 quite while ago, but anyway i will give you some hints how to export. The most important thing is to set up the material properly. In Max you can only attach an ordinary max shader After exportin...
- 2006-05-12, 22:35
- Forum: Cafu Engine Support and Discussion
- Topic: The Ultimative WIP Thread
- Replies: 26
- Views: 37720
- 2006-05-11, 00:43
- Forum: Cafu Engine Support and Discussion
- Topic: Thread to collect technical ideas for later implementation
- Replies: 6
- Views: 5394
Found another quite interesting site that offers an engine with nice watereffects. But what keeps my eye was the detailed explanation of what techniqes are used at all. Its a nice overview of features just for water ^^ http://gameprog.it/hosted/typhoon/water.htm#FFT I think there are also quite a lo...
- 2006-04-29, 14:52
- Forum: Editing and Mapping with CaWE
- Topic: Compiling maps directly with CaWE
- Replies: 13
- Views: 18186
- 2006-04-29, 14:44
- Forum: Cafu Engine Support and Discussion
- Topic: The Ultimative WIP Thread
- Replies: 26
- Views: 37720
Nice screens ^^ No its not a bug: Lights in the editor are "classic" static lights like in HL1 but the player and trinity are having a moving, dynamic light attached to them. So the dynamic light prevents the room from beeing completly dark. This is an relict from first tests with stencil shadows .....
- 2006-04-28, 21:39
- Forum: Editing and Mapping with CaWE
- Topic: Compiling maps directly with CaWE
- Replies: 13
- Views: 18186
Not sure ,but after clicking the browse button for the textures, CaWe mutates into a memory hog, not showing any textures but an increase of the consuming mem (i aborted when reaching 350 mb) This is always repeatable to me .. i can't browse the texture lib of CaWe, but with the old exe it was no pr...
- 2006-04-27, 16:38
- Forum: Editing and Mapping with CaWE
- Topic: Compiling maps directly with CaWE
- Replies: 13
- Views: 18186