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9020 Posts in 2053 Topics by 8568 Members
Latest Member: Chajsay
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1  Crystal Space Projects / Project Discussion / Re: (!) Seeking talent of all levels for RTS project and commercial design team on: October 10, 2006, 11:31:01 pm
I sent an e-mail a week ago and didn't get a reply.  Check Inbox.
2  Crystal Space Development / Game Content Creation / Re: Blender2Crystal Rendering Question on: October 02, 2006, 03:54:59 am
Any thoughts on the flickering?
3  Crystal Space Development / Game Content Creation / Re: Blender2Crystal Rendering Question on: October 01, 2006, 01:50:29 am
That was it.  You HAVE to have a normal map of some kind (someone should add that to the Wiki).

Shadowed render_loop + clq lighting = t43 VVi/\/1

New question now that I have that resolved:

For whatever reason, since I added normal maps, the lights tend to flicker on and off depending on wheather I'm looking directly at it or not.  Any thoughts?
4  Crystal Space Development / Game Content Creation / Re: Blender2Crystal Rendering Question on: September 30, 2006, 03:55:30 am
I'm going to try to add a normal map tonight.  There are no normal maps being used in the above shots and the above shots 'odd' colors are similar to those found in a normal map.  Jorrit, does that seem like a logical cause for this error?  That normal maps are required when using 'diffuse' and 'shadowed' renderloops?
5  Crystal Space Development / Game Content Creation / Re: Blender2Crystal Rendering Question on: September 27, 2006, 09:05:57 pm
Any ideas of what might be causing this?
6  Crystal Space Development / Game Content Creation / Re: Blender2Crystal Rendering Question on: September 22, 2006, 06:31:41 pm
Driver update did nothing...

Oddly enough, if I convert the sector mesh to a Thing, it changes to this:


In this case, the discoloration is more or less where the shadows would be...
7  Crystal Space Development / Game Content Creation / Re: Blender2Crystal Rendering Question on: September 16, 2006, 03:56:54 am
Athlon XP 2800+
GeForce 6200
1 GB RAM

Win XP

I'd get a copy of the log for you, but I'm still at work...
8  Crystal Space Development / Game Content Creation / Blender2Crystal Rendering Question on: September 14, 2006, 09:55:17 pm
This shot was rendered using Blend2cs dos-promt program in Hardware Mode:


This shot was rendered using Blender2Crystal 0.6 in Hardware mode using Shadowed:


My question is about the wierd coloration.  If I use Standard mode then it renders more like the above screenshot except that it doesn't render shadows on the floor any more.  If I render using Diffuse or Shadowed, then it gives this weird coloration effect.

Any ideas?
9  Crystal Space Development / Game Content Creation / Re: Blender2Crystal Portals on: September 14, 2006, 09:41:37 pm
I think the tutorial can be a bit misleading.  This is my interpretation of the intent.  Someone please correct me if I'm wrong.

Basically, you'll need to create a hallway (or more traditionally, a doorway) between the two rooms.  There should be no surfaces where you cross from room 1 into the hallway/doorway or where you croos from the hallway/doorway to room 2.  You should be able to just walk between them.

The portal:
The purpose of portals are to cut down on how much geometry is drawn to the screen at any given time.  These 'portals' between the rooms (basically) allow a snap shot of what the room would look like from the players look vector to be rendered on this single surface.

I think the most misleading thing is that when people think 'portal' they think of a surface used for teleporting from one location to another.  We really need that kind of portal system.  Maybe combining the two.  Perhaps by changing how portals are setup.  Right now, you have to have the target sectors (scenes) next to each other so the when you setup your portal, blender knows where to adjust your position to.  Maybe change it so that you get to choose both the target sector and the 'spawn' surface.

This system also doesn't work very well with rooms that are joined by archway's instead of a simple square (at least, when following the tutorial).
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