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Michael Betke

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Posts posted by Michael Betke

  1. I think you can do dynamic land slides with some rock models and using the physic engine in LE.

    I make static ones in 3dmax with some rock models and use Reactor (physics in 3dmax) to drop them on a mesh. Same applies to all kind of rubble. :)

     

    It's quite easy.

     

    EDIT:

    The big slide on your shot could be done with a terrain texture. The road would look like its under the terrain and can be covered with some bigger rocks.

  2. It would be cheaper to just learn how to animate.

     

    I think I went away very good with the freelancer for 250$. :unsure:

    To learn animating takes time too and i prefer to earn money in the meantime on fields I can master and not spending time learning new fields. So it's just a easy calculation.

     

    Take the hourly money you charge on a client and multiply with the hours you need to learn animating.

    If it turns out to be more than the freelancer costs, take the freelancer. :blink:

  3. Please consider that animations are taking time. If you are willing to pay the money you can get everything.

    For example my two animals. I made a request for a freelancer.

    At the end I paid 250$ for 4 animation cycles including the two models with skins.

     

    Other guys offering me the same service ranged up to 700$ per animation. Which would make over 2k $ for the stuff....

     

    So its very cheap what the Dexsoft guys offer. But don't exspect AAA quality for this money. ;)

     

    If you like and can give you the name of the freelancer I hired at the end. Its a nice guys workingfast and doing solid work.

  4. Awesome. Works very good except one thing: Placing the refraction sphere aboove a waterplane makes the water invisible if you look through the sphere. You see the water caustics and the ground. Looks quite funny.

     

    Is there a way with the script to animate (or use the waterplane textures) to get a flowing effect?

  5. I'm thinking of using the road system as a decal. It's easy to use/adjust in length and wide. The decal size made by TylerH is fixed as far as know.

    So it would be easy to make a nice decaltexture and apply it as a road texture.

     

    My problem is to delete the parts which prevent the road to flatten the terrain if I press the "allign to road" button.

     

    Does simple file renaming the trick? I would still need "nodes". At least two of them to have a connection between them.

  6. So if I do a simple big wall-model with a physics file and check use occulsion, my framerate should be higher if I stand right before this wall?!

    This is what not happened when I tried it with one of my stone models.

     

    My idea is to place large planes in my hills to enable some kind of basic culling. Or some kind of walls to use it as occluders.

  7. I treid this one: Flatiron

    Unwrapps and bakes the lights in your scene. You would have to export each model as an individual one with own texture or have a .lua with a switch to display your secondary mapping-id with the lightmap in it.

     

    Battlefield2 used this. UV-CHannel 9 was reserved for the object lightmap. :(

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