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Masterxilo

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Everything posted by Masterxilo

  1. You can't. You can't use alpha blending, at least not if you want lighting to look correctly. There's only completely transparent or solid. (except for unlit objects in secondary worlds)
  2. There has not been a single update since 2.3 was released... (the updater always says "Your installation is up to date."). None of the things I reported in the old forum have been fixed (at least not for me). (I was told I don't need to copy these over to the new bug tracker)
  3. 1.) Yes. I have written a very simple gmf to obj converter, but since the format description is open, you can write any converter. UU3D with the plugin can't do it. The .gmf plugin is export only. 2.) ^^ what Laurens said. Except you don't need to give the .mat files "the same name as the materials on the model" but you need to give them the same name as the diffuse texture file of the materials used by the model.
  4. File Name: Soldier model with .gmf, .x, .3ds, .fbx, .dae versions File Submitter: Masterxilo File Submitted: 23 Dec 2009 File Updated: 01 Feb 2010 File Category: Models Triangles: 8000 LOD Versions: Yes License: See included license file and original file post. Info I converted the .max files to the mentioned formats and fixed some things (materials, modifiers...). See the original soldier model for more info: http://leadwerks.com/werkspace/index.php?app=downloads&showfile=8 Important The file is actually a renamed .7z (7-Zip file). Rename it back to .7z and extract! The .zip version would have been 49 MB in size, this is only 25 MB. Feel free to send me a .rar version, wonder how good that compression is. I think it's worse than 7z since already the original .rar version is 38 MB in size. Click here to download this file
  5. I wonder too. Especially, what about bug fixes...?
  6. Right. Stealing physical things is not quite the same as stealing software/"information" (<- whatever this is).
  7. Does the ogg format support lossless compression?
  8. Ah, no, it didn't help me. These gizmos aren't exported/can't be used by le...
  9. I guess so. That would be great! EDIT: Ah, didn't know how to use these Gizmos, thanks a lot, works now.
  10. Is there any way to get nice bending (like the bend modifier) when using bones and skinning (in 3ds max)? (without increasing the amount of bones) Right now, with the default envelope/weights setup, I get that ugly crease and loss of volume as you can see in the above picture.
  11. Hmm, ok, maybe they were fixed, or everyone who tried before did something wrong.
  12. They haven't worked since some versions ago...
  13. no, it's just: ScaleEntity(terrain, Vec3(meterspertile, 1, meterspertile); (where terrain is your terrain entity) When the terrain is created it is scaled to 1 meter per tile.
  14. Yes there is. Imagine s is "Hello %f %x %s there!, how are you?". sprintf (just as printf) would look for three parameters while you passed none. I would mess up your memory.
  15. You'd lose GPU instancing with that. (Meshes that are instantiated all look exactly the same, except for color. Having texture arrays would change this a little bit (then they could also have individual textures), but I don't think it's possible to specify vertex color data per gpu instance.) You'd rather do things like that with decals, best with projected decals:
  16. But there's no such thing yet then? I just need (to make) one for personal purpose. You think I shouldn't post it here?
  17. I don't want to reinvent the wheel. EDIT: Am I/is it even allowed to make such a program? I guess (/hope) so.
  18. Nice find! I always said bumpmapping and specular lighting should be used in shadowed areas too. (IBL, see slide 17-19) And I wonder why they didn't use the normals from the normal maps for the ssao from the beginning (slide 14).
  19. While DrawText(1,14,(str)s.c_str()); is the bad one.
  20. I'll have to try this, thank you. I just realized LoadAnimation just loads the animation data stored in the passed file. So the only question left is: How similar do skeletons of models that will share animations have to be? --- And I still wonder if it's really not possible to animate things in different files in 3ds max, each animation a file, and still have them share the base mesh. I don't like the idea of just using thousands of frames and putting all the different animations in there. What if I want to make one of the animations longer?
  21. See CameraProjMode. Viewports are possible by rendering to buffers and drawing their textures as images. This has already been done: http://forum.leadwerks.com/viewtopic.php?f=32&t=3129 (see "Screenshots") EDIT: Reading the OP again, I guess you were talking about Leadwerks Editor...
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