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  Thread: Custom phys object
Post: RE: Custom phys object

Yes, this is certainly a viable workaround, but that means we basically can't do physics with complicated shapes?
XeonXT Support 14 9,849 02-16-2010, 07:35 PM
  Thread: Custom phys object
Post: RE: Custom phys object

Agreed...so how does one do physics with convex meshes? Is this an outright limitation or are there workarounds?
XeonXT Support 14 9,849 02-16-2010, 12:22 AM
  Thread: Blending Textures
Post: RE: Blending Textures

Thanks, that wasn't the issue, but somehow it resolved itself O.o Scary.
XeonXT Support 17 13,201 02-16-2010, 12:20 AM
  Thread: Blending Textures
Post: RE: Blending Textures

Perfect! Now I understand, and that works beautifully. Thanks so much! ...and, of course, I have one final problem (sorry!!) :) If I set the material like this on my entire terrain, the program crash...
XeonXT Support 17 13,201 02-15-2010, 07:12 PM
  Thread: Blending Textures
Post: RE: Blending Textures

Code: for ( int j = 0; j < thisMesh.parts(); ++j ){     thisMesh.part(j).setMaterial(myMaterials);     thisMesh.part(j).base.include(VTX_MATERIAL);  &n...
XeonXT Support 17 13,201 02-15-2010, 06:23 PM
  Thread: Blending Textures
Post: RE: Blending Textures

Esenthel, Thanks very much, but I am still a bit unsure about how to implement this. Code: for ( int j = 0; j < thisMesh.parts(); ++j ){     thisMesh.part(j).setMaterial(myMa...
XeonXT Support 17 13,201 02-15-2010, 05:59 PM
  Thread: Blending Textures
Post: Blending Textures

Hi! I figured out my last question (how to texture different parts of the same mesh with different textures), and now I have another. When you use WE to edit terrains and apply textures, how does th...
XeonXT Support 17 13,201 02-15-2010, 07:05 AM
  Thread: Choppy Lighting
Post: RE: Choppy Lighting

Esenthel, Thanks very much, that seemed to work. I suppose a minor request for future updates would be direct access to call this "special" processing on an image so that saving/loading can be avoid...
XeonXT Support 6 5,844 01-21-2010, 04:23 AM
  Thread: Choppy Lighting
Post: RE: Choppy Lighting

Esenthel, I was unable to attach the files on the forum, it keeps giving me: "Error Attaching File: The type of file that you attached is not allowed. Please remove the attachment or choose a differe...
XeonXT Support 6 5,844 01-21-2010, 02:07 AM
  Thread: Choppy Lighting
Post: RE: Choppy Lighting

Esenthel, As usual, thanks for the speedy response :) I tried the suggestions and neither seemed to alleviate the problem. I noticed, however, that this chopiness dissapears if I set the detail map...
XeonXT Support 6 5,844 01-20-2010, 03:58 AM
  Thread: Choppy Lighting
Post: Choppy Lighting

Hi! First of all, thanks for implementing high-precision blurring...they have made my terrains exponentially nicer to look at :) Now, a small lighting problem: [img]http://img710.imageshack.us/img71...
XeonXT Support 6 5,844 01-20-2010, 02:45 AM
  Thread: 16,24,32-bit Height Maps?
Post: RE: 16,24,32-bit Height Maps?

Gotcha, thanks :)
XeonXT Support 4 6,063 01-18-2010, 11:31 PM
  Thread: 16,24,32-bit Height Maps?
Post: RE: 16,24,32-bit Height Maps?

Fantastic, that sounds great and explains the behavior I have been observing. One more question: is displaceZ incremental? Or does it just "set" the position of each vertex to the image's pixel value...
XeonXT Support 4 6,063 01-18-2010, 09:23 PM
  Thread: 16,24,32-bit Height Maps?
Post: 16,24,32-bit Height Maps?

Hello, I am trying to create height maps with higher bit depth than the IMAGE_I8 used in a heavily-modified version of the Terrain.cpp demo. The heightmap is generated procedurally using loops of .p...
XeonXT Support 4 6,063 01-18-2010, 03:49 AM
  Thread: New Materials using "Image" Type Maps?
Post: RE: New Materials using "Image" Type Maps?

(01-17-2010 10:17 PM)Esenthel Wrote:  Are you declaring your material and image 'Land' 'LandTex' locally inside a function? If yes, then they get deleted when the function returns, please defin...
XeonXT Support 6 6,638 01-18-2010, 02:55 AM
  Thread: New Materials using "Image" Type Maps?
Post: RE: New Materials using "Image" Type Maps?

(01-17-2010 05:35 PM)Esenthel Wrote:  It is suggested to use Material::methods and import images from non GFX images however you can use just pointer assigning: Image image; Material material; ...
XeonXT Support 6 6,638 01-17-2010, 10:03 PM
  Thread: New Materials using "Image" Type Maps?
Post: New Materials using "Image" Type Maps?

Hello, How can I create a new material on-the-fly using diffuse maps and such from Image types that have already been created? In other words, can I "directly" assign a diffuse map to a material obj...
XeonXT Support 6 6,638 01-17-2010, 06:21 AM