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  Thread: Marker & SINGLE PASS renderer
Post: Marker & SINGLE PASS renderer

Markers don't show up just as soon as I switch from Multi pass to Singe pass rendering mode They're are really important in my game , if it's impossible to have it in single pass then is there any al...
Xerios Support 1 3,054 10-01-2009, 04:29 PM
  Thread: help! <Display & ambColor()> function Compile Error!
Post: Re: help! <Display & ambColor()> function Compile ...

You have to use vectors for that like this : D.ambColor(Vec(0.18)) ; or D.ambColor(Vec(1,1,1)) ;
Xerios Support 1 3,260 09-19-2009, 10:15 PM
  Thread: Pathfinding Question.
Post: Re: Pathfinding Question.

Well if your world has a fixed size ( one that doesn't change ) it's pretty easy to replace the map integrated pathfinding with the one from the 2D example ( PathFind class ) [img]http://i26.tinypic...
Xerios Support 6 6,012 08-27-2009, 07:11 PM
  Thread: ::Wierd error on World Editor::
Post: Re: ::Wierd error on World Editor::

I've also had this problem after I updated my SDK, when you loaded the map in the game you couldn't see it Luckily it was just a test map, I copy pasted one from the updated SDK data and it worked Se...
Xerios Support 9 7,858 08-25-2009, 12:16 AM
  Thread: How to make grid on the terrain just like in World Editor
Post: How to make grid on the terrain just like in World...

I was wondering how I'm supposed to add a secondary grid texture to an existing terrain ( loaded from .world file ) I'm trying to place a grid on the terrain something similar to the one in the World...
Xerios Support 5 6,449 08-22-2009, 01:44 AM
  Thread: Stuff about terrain/world
Post: Re: Stuff about terrain/world

Quote:I'm sorry I think I didn't understand you fully. If what you're suggesting is that I compress my world folder, then I still get 945mb (winrar, maximum compression). For distribution, that could ...
Xerios Support 9 7,746 08-22-2009, 01:19 AM
  Thread: Stuff about terrain/world
Post: Re: Stuff about terrain/world

Chosker Wrote:First topic: Disk space size Achieving drastically reduces the file size, don't entrust .pak files for compression since they aren't really designed for compressing, for example if I co...
Xerios Support 9 7,746 08-21-2009, 07:42 PM
  Thread: Mesh editor (importing ogre mesh xml)
Post: Re: Mesh editor (importing ogre mesh xml)

thank you very much!! you are the best :D
Xerios Support 11 14,439 08-18-2009, 10:10 PM
  Thread: Mesh editor (importing ogre mesh xml)
Post: Re: Mesh editor (importing ogre mesh xml)

here you go <!-- m --><a class="postlink" href="http://rapidshare.com/files/268822716/gamechar.rar.html">http://rapidshare.com/files/268822716/gamechar.rar.html</a><!-- m --> ...
Xerios Support 11 14,439 08-18-2009, 06:54 PM
  Thread: Mesh editor (importing ogre mesh xml)
Post: Re: Mesh editor (importing ogre mesh xml)

collada : animations and uvw don't work, skeleton doesn't get exported ... oh and can you fix ogre mesh ?
Xerios Support 11 14,439 08-18-2009, 06:25 PM
  Thread: Mesh editor (importing ogre mesh xml)
Post: Re: Mesh editor (importing ogre mesh xml)

directx .x doesn't work with mesh editors, and sometimes crashes it. collada .dae has a problem in mesh editor, uvw mapping doesn't work.
Xerios Support 11 14,439 08-08-2009, 04:04 PM
  Thread: Maya Exporter
Post: Re: Maya Exporter

what's the version of COLLADA supported in Esenthel ? Also a fbx importer would be nice, works with 3ds max, maya, softimage, modo and more ...
Xerios Feature Requests 7 6,691 08-08-2009, 01:29 PM
  Thread: Mesh editor (importing ogre mesh xml)
Post: Re: Mesh editor (importing ogre mesh xml)

thanks it would help, its the only format that I can export to esenthel with 3ds max 2010 :roll:
Xerios Support 11 14,439 08-08-2009, 01:27 PM
  Thread: Mesh editor (importing ogre mesh xml)
Post: Mesh editor (importing ogre mesh xml)

Hello, For some reason the mesh editor only imports the first animation, while in my file there are 3 different animations <animation name="idle" length="0.5"> <---- only this one works ...
Xerios Support 11 14,439 08-03-2009, 09:27 PM
  Thread: Specular map and jigginess
Post: Re: Specular map and jigginess

Tested it on my other pc ( one that has 8600gt ) with hpRt on, and it worked without a problem but it still doesn't on mine maybe my graphic card doesn't support that feature :/ I have geforce 7600gt
Xerios Support 6 5,732 08-01-2009, 03:39 PM
  Thread: Specular map and jigginess
Post: Re: Specular map and jigginess

Doesn't change anything, not in the mesh editor nor in my game or any of your tutorials :S
Xerios Support 6 5,732 08-01-2009, 02:11 PM
  Thread: Specular map and jigginess
Post: Specular map and jigginess

For some reason I'm getting this kind of low quality specular effect Here's an example, first one is photoshopped to show you what I wanted and the second one is what I get [img]http://i30.tinypic.c...
Xerios Support 6 5,732 07-31-2009, 10:33 PM
  Thread: Speed
Post: Re: Speed

Haha that's a lot to ask Sarora, but you're right it's nothing more than just a dream :D who knows maybe one day I was already thinking about shadows, you mentioned somewhere that you added lightma...
Xerios Feature Requests 6 6,059 07-31-2009, 03:10 AM
  Thread: Speed
Post: Re: Speed

no I meant engine optimization, like faster rendering don't take me wrong this engine isn't slow but it's not fast either, the speed is average so I was just wondering if you're planning on optimizing...
Xerios Feature Requests 6 6,059 07-30-2009, 10:15 PM
  Thread: Speed
Post: Speed

Will there be any speed improvements in the future?
Xerios Feature Requests 6 6,059 07-30-2009, 09:27 PM