Search found 14 matches
- 2012-08-25, 19:54
- Forum: Models, Materials, Textures, Sound, Music, ...
- Topic: Real-Time Skybox?
- Replies: 5
- Views: 21232
Re: Real-Time Skybox?
Don't know if that may help but i made (actually a modified fx composer shader) a sky shader once for the CgARB1 renderer, the shader seemed to work great but i did not found how to bind it with Cafu correctly, it is flickering along with many visual bugs and this flickering depend on the player pos...
- 2012-07-16, 00:12
- Forum: Editing and Mapping with CaWE
- Topic: CaLight not working
- Replies: 3
- Views: 15726
Re: CaLight not working
no problem, i'd like to help but i am not a code guru though
- 2012-07-15, 02:14
- Forum: Editing and Mapping with CaWE
- Topic: CaLight not working
- Replies: 3
- Views: 15726
CaLight not working
Seem the same problem as: http://www.cafu.de/forum/viewtopic.php?f=8&t=814 EXCEPT the terrain material do have a lightmap defined ('lightmap $lightmap'), i use the latest SVN version and there is a sky material also The terrain just render fine but it seem nothing is calculated, it just render the t...
- 2012-07-12, 23:06
- Forum: Coding and Scripting
- Topic: Creating many static models on terrain
- Replies: 3
- Views: 14534
Re: Creating many static models on terrain
With "the code", are you referring to CaWE (the map editor) or to Cafu (the engine)? Do I understand you right that you want to place static models programmatically? (Something like a spraycan tool comes to mind, that "sprays" static detail models...) I was referring to Cafu, what i want to do prec...
- 2012-07-12, 15:56
- Forum: Coding and Scripting
- Topic: Creating many static models on terrain
- Replies: 3
- Views: 14534
Creating many static models on terrain
Hello, i am looking at creating many static models on a terrain (grass, trees, rocks) however i don't know where to start. How can i get a specific terrain in the map from the code? This is mainly to access the method GetHeightData so i can place models based on height data. How do i create a static...
- 2012-06-20, 00:50
- Forum: Coding and Scripting
- Topic: Simple sphere
- Replies: 3
- Views: 15083
Re: Simple sphere
I might just modify the shader then, seem not too complex to do.
The shader is based on this paper which assume a sky dome:
http://http.developer.nvidia.com/GPUGem ... ter16.html
EDIT: Err, actually harder than i thought.
The shader is based on this paper which assume a sky dome:
http://http.developer.nvidia.com/GPUGem ... ter16.html
EDIT: Err, actually harder than i thought.
- 2012-06-19, 20:20
- Forum: Coding and Scripting
- Topic: Simple sphere
- Replies: 3
- Views: 15083
Simple sphere
Hello, i implemented a sky shader in Cafu however it need to be applied onto a sphere, i tried to make one using CaWe sphere brush but got the error "Stopped by leak", tried bezier patch and it work but the sky look bad (due to the shape), i thought i could use a model but it seem a bit overkill... ...
- 2012-06-15, 14:39
- Forum: Models, Materials, Textures, Sound, Music, ...
- Topic: Custom shaders
- Replies: 5
- Views: 17872
Re: Custom shaders
I want to make some custom shaders however it seem that i need to transcribe the shader for all renderers?
How can i force a renderer? Also, how to get from the code that set up a shader a camera/light position defined for example in CaWe?
How can i force a renderer? Also, how to get from the code that set up a shader a camera/light position defined for example in CaWe?
- 2012-06-15, 14:31
- Forum: Editing and Mapping with CaWE
- Topic: Terrain size
- Replies: 11
- Views: 24565
Re: Terrain size
Is it possible to increase CaWe world size? I saw that line in one of the Deathmatch lua config: -- Note: If this gets any bigger than 65536, CaWE needs revision, especially cmap brush loading (starting digging from LoadSave_cmap.cpp)! Mapsize={ -65536, 65536 } So the note seem to imply it will lead...
- 2012-06-13, 04:46
- Forum: Editing and Mapping with CaWE
- Topic: Terrain size
- Replies: 11
- Views: 24565
Re: Terrain size
Ok, thank you, i must say in overall i am pretty impressed by the engine, it have what i wanted and it work finely after getting the grasp of it.
- 2012-06-13, 01:31
- Forum: Editing and Mapping with CaWE
- Topic: Terrain size
- Replies: 11
- Views: 24565
Re: Terrain size
Thank you, the quality problem was caused by either the compression or the automatic scaling (noScaleDown), i used both for the terrain and the skybox and it look much better now! :) http://www.hapshack.com/images/73gqU.jpg With a big world you'll want several LoDs for the props, small things can di...
- 2012-06-12, 18:15
- Forum: Editing and Mapping with CaWE
- Topic: Terrain size
- Replies: 11
- Views: 24565
Re: Terrain size
It handle good http://www.hapshack.com/images/sNAG8.jpg The texture look somehow blurry, how can the texture quality be increased? The terrain use a 2048x2048 high quality texture right now which is generated with the heightmap, maybe i should split the terrain in chunks like you said to get better ...
- 2012-06-12, 14:49
- Forum: Editing and Mapping with CaWE
- Topic: Terrain size
- Replies: 11
- Views: 24565
Re: Terrain size
Well, got it working by reducing it to 2km*2km, it is actually sufficient , seem it was possible to go to 4km*4km though but maybe the terrain have too many features, when it crashed there was a huge numbers of polygons on the edge of the map crater.
- 2012-06-12, 13:37
- Forum: Editing and Mapping with CaWE
- Topic: Terrain size
- Replies: 11
- Views: 24565
Terrain size
Hello, i am making a multiplayer simulation game set on Mars, the game world is large but for the moment i stick to a 4096m*4096m map which is enough for the first phase, it seem Cafu can achieve this relatively easily. So i created a 2049*2049 heightmap in GeoControl 2, exported it as .ter file, ad...