Crystal Space
Welcome, Guest. Please login or register.
October 20, 2014, 12:32:48 pm

Login with username, password and session length
Search:     Advanced search
9010 Posts in 2044 Topics by 8754 Members
Latest Member: Naomitanja
* Home Help Search Login Register
  Show Posts
Pages: 1 [2] 3
16  Crystal Space Development / Game Content Creation / Re: Questions on Models w/ Bones on: March 04, 2008, 05:35:57 pm
cal3d is possible, but if you use it I would be prepared for a lot of debugging with the plugin.
There is also the genmesh animation format, and they are working on a new advanced animation plugin.
17  Crystal Space Development / Game Content Creation / Re: get shaders on: January 18, 2008, 07:29:14 pm
yes, it supports them, this is where you could find one as far as I know

CS\data\shader\specular\specular.cgfp
18  Crystal Space Development / Game Content Creation / Re: smooth bumbmapping on: January 08, 2008, 04:21:39 pm
The link I gave you is the version they are working on. It does do it, and more than that it has object to object baking, ie high to low res. It has an occasional crash etc and other problems because it is not an official release.
19  Crystal Space Development / Game Content Creation / Re: smooth bumbmapping on: January 07, 2008, 07:43:01 pm
I have read that any object that animates or rotates needs the tangent space one. I tested my normal maps in the blender game engine from inside blender too, that may be a good place to test for now.
20  Crystal Space Development / Game Content Creation / Re: smooth bumbmapping on: January 07, 2008, 04:50:23 pm
Blender 2.45 has normal map baking, but only the development version version is  suitable for game related baking.

some of Crystal space's shaders are normal map shaders, even if they call them  somthing else, because they support normal maps. light_spec_bump and parallax work but I have errors with objects with seams.
21  Crystal Space Development / Game Content Creation / Re: smooth bumbmapping on: January 06, 2008, 09:36:54 pm
I tested blender's internal normal mapping, the new version, and it worked correctly, but I ran into problems using it in crystal space. http://www.graphicall.org/builds/index.php has the version I am talking about but of course use it at your own risk, it's not an official release.
22  Crystal Space Development / Game Content Creation / Re: Per-pixel lighting? on: November 28, 2007, 04:31:02 pm
I tried some shaders and did get an effect like that, with bumpmap or light bumpmap for example, but if there is a shader specifically for spotlight like type lighting I'm not sure, maybe someone can answer that?
23  Crystal Space Development / Game Content Creation / Re: Per-pixel lighting? on: November 27, 2007, 04:44:39 pm
The lighter2 program will draw a lit area on the textures nearby the light.
Shaders will do it but in a very different way, and it is 'realtime'.
I'm not sure from your file what you're trying.
24  Crystal Space Development / Support / Re: problem showing a splash screen on: November 27, 2007, 04:35:57 pm
I thought there was a way to repeatedly draw and update the image with iProgressMeter as certain loading operations continue, but now I am unable to figure how to do it...
there was a threaded map load function but I presume it also is not implemented. Other options like threads are pretty technical but possible.
25  Crystal Space Development / Support / Re: problem showing a splash screen on: November 26, 2007, 03:42:34 pm
If you are planning on being fullscreen you should be able to draw a fullscreen pixmap once when the plugins have loaded. This should stay until other loading is done, but if it is windowed it would need to be drawn periodically or with some kind of refresh system, I'm not clear on what that requires, there is a progress bar system in CS. I may be able to help more if you need it.
26  Crystal Space Development / General Crystal Space Discussion / 2d features like these on: November 23, 2007, 07:38:37 pm
does CS have 2d features like these 2d filters for BGE described here:
http://blender.gameengine.googlepages.com/2dfilter_introduction
(motion blur)
and here
http://blender.gameengine.googlepages.com/2dfilter_introduction2
27  Crystal Space Development / Support / Re: Defining a submesh within a genmesh factory on: November 21, 2007, 04:59:00 pm
This is what most of them look like

Code:
      <submesh name="house.png">
        <indexbuffer components="1" type="uint" indices="yes">
          <e c0="3"/>
          <e c0="2"/>
          <e c0="1"/>
.....
        </indexbuffer>
        <material>house.png</material>
      </submesh>
28  Crystal Space Development / Support / Re: Textures getting blurry on: November 21, 2007, 04:51:42 pm
can't you turn off mip maps?
I have tried to do that in some cases but there was no effect
I'm not sure if it didn't turn them off or they simply don't have a visible difference.
Maybe someone can explain?

example CreateTexture(name, name, NULL, CS_TEXTURE_NOMIPMAPS | CS_TEXTURE_2D);
29  Crystal Space Development / Game Content Creation / Re: smooth bumbmapping on: November 18, 2007, 04:26:12 pm
That I don't know exactly
30  Crystal Space Development / Game Content Creation / Re: smooth bumbmapping on: November 18, 2007, 02:07:20 am
blender will create the normal map, commands are in the render menu, look for info at blenderartists.org or other blender sites.
Pages: 1 [2] 3
Powered by MySQL Powered by PHP Powered by SMF 1.1.2 | SMF © 2006-2007, Simple Machines LLC Valid XHTML 1.0! Valid CSS!
Page created in 2.138 seconds with 16 queries.