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Posts posted by dennis
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depends ... where are you saving the export to .x? are the textures in that folder are you saving the full texure path ... who knows unless you explain how you are actually doing something.
I'm using the following properties --> screenshot format like
Hope that is good or, not.
still not fixed
the reason that it's that big, it's a whole scene.
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well, the lack of a "T" in the material box says no texture is assigned to that slot ..
I know thanks, but the fact that is a export from the above image, so why wouldn't it work ?
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I think it's a hoax, it's not even possible, I think
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Hello all,
When I export a map from FPS creator (for indoor maps) it will export to DBO.
I downloaded the DBO import / export plugin from UU3D website.
when I open it up, it will show all textures (super HD and such) but now I want to export it to:
- *.X
- *.GMF
- *.OBJ
to just test if everything is working correctly, and even do a slight few changes. the problem now is that when I press up the export button... it won't export the textures. it will just give a white model. how can I change this to get it textured?
it are 200 textures (most of them used more than once) and it's really big.
I already tried to open it up in UU3D as exported model. but it give names as: texturebank_scifi_walls_w_d_1_c.dds so I changed a few textures to be in that format, but still won't work...
I can post up screenshots if someone doesn't know the problem... but please whalp me.
Have a nice Sunday! cheers!
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it should be possible, the problem is since browsers are updating the support for it will be patched out, as I heard. anyhow it is possible.
just add a mime type to your web server, open up visual studio or something. and use the:
1) WPF Browser application
2) Silverlight application.
they will both allow you to call local content but the user needs to activate it first by clicking accept. and also needs to use IE at least by using WPF browser app. for silverlight it just will work fine though.
hope I could help you out by this.
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When is that ? we want too know :W
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My OpenGL book shows how they made Shrek and 2012. A line summary: Create models just like you would for a game, animate them using 3d motion cameras or just by labor, and render them in high-quality in a massive render farm.
Interesting to know that they used OpenGL for the renderer.
woow sounds awesome, I'll should give it a try, the worst part is one of my developers's (the one with the best computer) computer has crashed AAHHHHH! he is also the guy who is following the university for media and design
@Brent Taylor So, they will use Adobe after effect and premiere pro for it (for example) just for the creation.
someone have found a article for this? as in best software to use? or a openGL article?
Cheers
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Generally you won't let customers directly access your database. You'll have a layer between them and the database. In terms of games this would be your server application. The client and server applications exchange messages and information between each other and the server is then responsible to update the database based on these messages where it needs to. For example when you logout of a MMO the server will store your last position/rotation/buffs/etc into the database.
aha, you mean as in a database sync with a encrypted connection ? (whaha I followed CISCO CCNA Network accedemy - graduaded)
anyway, I get it
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you can name them however you want. Personally I name mine like so:
floor.dds
floor_nmap.dds
floor_spec.dds
And I generally don't do more than that but you can name them anyway you want
okay, but how will it appear in the material files ?
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It's completely opposite.
agreed. But still both will definitely will be the most awesome agreed or not?
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4096x4096 and includes normals, displacement, occlusion, specular and of course diffuse.
How do you name all those textures then ? I know that you can have for example:
floor.dds
floordot3.dds
but how to name the other files ?
anyway, very nice images.. very high detailed though.
Cheers
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mack, you are talking like you are 40 years old guywell we were in college at the time - which implies she had beer goggles on
Very nice, ms eagle! great concept art, keep on the good work
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Hello rick! this seems very useful to me
is there also a way to use a network based database (as in online)
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DRM is interesting in use but needs more development attention, because many players have problems with it.
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porting to Xbox seems interesting, but I'd prefer seeing my game on Sony's computer entertainment instead of microsoft's Xbox. just because PS looks way more sexy! and the games are just much more shooter type like. also the hardware performance for PS is way better than Xbox (games could be way heavier) so development would be more easy
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Interesting read here: http://blog.wolfire....and-not-DirectX
What I think is interesting is the Vista OpenGL scare. MS could basically kill OpenGL for all intense purposes if they stopped supporting it in their OS. That's pretty crazy to think about. I mean the masses are using Windows, and if MS stops support for OpenGL the PC gaming development community basically have no choice but to use DX to reach the masses because the masses aren't likely to change OS's to play a game. They are more likely to complain that the game doesn't run on Windows. It's insane to think about the power MS has with stuff like this.
That's interesting indeed!!
as I see DX has less support features.
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I don't understand why you'd want DX over OpenGL....
Read this to get a better understanding of the differences between DX and OpenGL...
http://www.cprogramm...lvsdirectx.html
Oh and that Hitman video is a pre-rendered video that has nothing to do with the game whatsoever.
Because I have a ATI Readon HD 5670 X2 vid. card, ati and openGL have problems with each other (often)
I don't understand why you'd want DX over OpenGL....
Read this to get a better understanding of the differences between DX and OpenGL...
http://www.cprogramm...lvsdirectx.html
Oh and that Hitman video is a pre-rendered video that has nothing to do with the game whatsoever.
yeah it's pre-rendered but I always imagined how they did it, is it like drawing ( as in animated movies such as: shrek (poor example) ) would be so nice to know how, not that I even try to make it myself... because I will use another method as: just use a green-screen and some advanced filters to make it appear such awesome.
still the fact to implement DX11 or let the user choose. is so much more user friendly.
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I have no plans to ever add support for DirectX 11, unless Leadwerks3D ends up on the next XBox.
OpenGL 4 has the same features and is cross-platform compatible.
okay thanks, but is there a possibility to add DX11 our self's?
and what about my first question about the cut-scene movie?
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Hello all,
Is there a possibility to add directX11 in leadwerks engine Lua project?
of anyhow, a way to make a cutscene which looks so sexy as in:
it would make any game so sexy
cheers!
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is it still in development?
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Hello all,
I hope that my topic title says enough,
How can I change the speed of my camera in the fly trough script?
Cheers!
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thanks, but In which format do I need to export them (the characters) without losing the animations?
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Hello all,
Recently I bought UU3D. but when I want to import animations.
the UU3D program ads the animations, but how can I call them ?
same question for the weapons?
DrawImage before scene starts / loads ?
in Programming
Posted
Hello all,
How can I load a image before I start a scene?
already have this:
can I do this before:
or do I need to do it within the while... ?
cheers!