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9005 Posts in 2043 Topics by 8213 Members
Latest Member: Agolamae
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31  Crystal Space Projects / Finished Projects / Re: Bonez Adventures Released on: February 15, 2006, 08:26:53 am
"All your base are belong to us!!!" Cheesy
32  Crystal Space Development / General Crystal Space Discussion / Re: CS vs Ogre3D, NebulaDevice on: February 14, 2006, 08:59:31 pm
Oh, it's cool! Are you planned to make a new particle editor for the new CS release?
33  Crystal Space Development / General Crystal Space Discussion / Re: CS vs Ogre3D, NebulaDevice on: February 14, 2006, 08:50:50 pm
So CS supports external particle scripts? E.g.: I make a particle spawn point in Blender, then I can attach a particle file (eg: smoke.xml) to it? And how can I save the particle scripts in partedit?
34  Crystal Space Development / General Crystal Space Discussion / Re: CS vs Ogre3D, NebulaDevice on: February 14, 2006, 08:43:17 pm
OGRE's particle system is better, because the *.particle file format. In CS, I can use the hard coded particle systems (fountain, fire, smoke), or I can create it with a ...ehh... not so great editor, then copy-and-paste it to my XML world file.
35  Crystal Space Development / General Crystal Space Discussion / Re: CS vs Ogre3D, NebulaDevice on: February 14, 2006, 07:57:36 pm
OGRE can handle the standard ARB, CG and FX shaders, you don't need to learn a completely different shader system. It has a great particle system: the engine can load the *.particle files created with the particle editor (it's an user-friendly, easy to use, and powerfull editor). You don't need to hard-code the particle system to your world file.
36  Crystal Space Development / General Crystal Space Discussion / Re: CS vs Ogre3D, NebulaDevice on: February 14, 2006, 07:16:39 pm
Yes, OGRE has a very poor Blender exporter. But it has a MUCH BETTER shader and particle system than CS... Sad
37  Crystal Space Development / Game Content Creation / Light shapes on: February 14, 2006, 01:21:28 pm
If I want to make a neon tube, how can I make the light for it? In Blender, there are only point lights. How can I make a tube light?
38  Crystal Space Development / Support / Re: How to import Maya 7 files into CS? on: February 14, 2006, 12:47:31 am
In that case, use the Maya to CS converter.
39  Crystal Space Development / Support / Re: How to import Maya 7 files into CS? on: February 13, 2006, 09:24:41 pm
A simple ansver: use Blender instead of Maya.
But I think you can easyly do it with the maya2spr utility.
40  Crystal Space Development / Game Content Creation / Re: Ugly mipmaps on: February 13, 2006, 02:19:09 pm
He mean I can adjust the mipmap quality via the graphics card driver.
41  Crystal Space Development / Game Content Creation / Re: A stupid Blender question on: February 12, 2006, 11:05:55 pm
Okay, thanks!
42  Crystal Space Projects / Project Discussion / Re: Deus Irae? on: February 11, 2006, 07:03:12 pm
And what's the team's name? I'm very curious about this game.
43  Crystal Space Development / General Crystal Space Discussion / Re: NVidia FX composer on: February 11, 2006, 12:51:02 am
It mean "no"?
44  Crystal Space Development / Game Content Creation / Glowing particles on: February 10, 2006, 05:04:03 pm
In the partsys test map, the fire is looks like a coloured smoke. How can I make the fire particles glowing? ANd how can I attach light to them?
45  Crystal Space Development / Game Content Creation / Re: External models on: February 09, 2006, 08:32:04 pm
I checked it, but I'm find nothing about the external model placing.
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