Search found 1876 matches
- Sun Oct 12, 2008 10:54 pm
- Forum: General discussion
- Topic: Import?
- Replies: 11
- Views: 9704
Hej Ville, It used to be the industry standard, and it never was a bad format to begin with, so I can understand your decision .. but I guess using 3D software ( XSI ) that can't export .3ds files to begin with makes the process of getting content into ZGE a little more painful :wink: By the way, so...
- Sun Oct 12, 2008 3:20 pm
- Forum: General discussion
- Topic: Import?
- Replies: 11
- Views: 9704
Hej Ville, While certainly better then nothing ( and even useful with procedurally generated meshes ), it kind of defeats the purpose of importing vertex channel data, where one generally either uses paint tools ( difficult to reproduce through code ) or bake complex light simulation results into th...
- Fri Oct 10, 2008 5:07 pm
- Forum: General discussion
- Topic: Import?
- Replies: 11
- Views: 9704
- Thu Oct 09, 2008 3:13 pm
- Forum: General discussion
- Topic: Import?
- Replies: 11
- Views: 9704
- Thu Oct 09, 2008 2:12 pm
- Forum: General discussion
- Topic: Import?
- Replies: 11
- Views: 9704
- Thu Oct 09, 2008 1:23 pm
- Forum: General discussion
- Topic: Import?
- Replies: 11
- Views: 9704
- Wed Oct 08, 2008 9:13 pm
- Forum: General discussion
- Topic: Import?
- Replies: 11
- Views: 9704
Import?
Has anybody been able to import meshes containing vertex color data?
K
- Tue Oct 07, 2008 1:32 pm
- Forum: Feature requests
- Topic: Clones
- Replies: 10
- Views: 9853
Hmm, I see .. shouldn't the instances manager / registry be separate from the Collision categorization? I'm guessing the reason for going with this approach is because you weren't using the registry for anything else then Collision checking? Well, that and rendering .. which would explain why the re...
- Tue Oct 07, 2008 10:35 am
- Forum: Feature requests
- Topic: Clones
- Replies: 10
- Views: 9853
Hej Ville, Just had a look at the source. .. which I should have done sooner :) ObjIds is a single dimensional Array you're storing the pointers in right? How / where / what kind of data structure are you using to store the instance / collision group combinations? Or are you just using the public pr...
- Tue Oct 07, 2008 10:01 am
- Forum: Feature requests
- Topic: Clones
- Replies: 10
- Views: 9853
Hey jph, Again, personally I wouldn't track clones by type. So for example when you first Spawn five doors ( indices from 0 to 4 ) and then a window, the window would get id 5. The counter is only necessary internally. For functions like nearest / furthest it's probably best to create a component in...
- Mon Oct 06, 2008 11:39 pm
- Forum: Feature requests
- Topic: Clones
- Replies: 10
- Views: 9853
- Mon Oct 06, 2008 5:35 pm
- Forum: Feature requests
- Topic: Clones
- Replies: 10
- Views: 9853
:? Hmm, personally I'd prefer the Identity of Clones to be static ( indexing pointers to the objects in a single array ) instead of automatically changing when older Clones are destroyed. Also I'd rather not have clones categorized by Model type, since this makes it all the more difficult to set up ...
- Mon Oct 06, 2008 12:37 pm
- Forum: Feature requests
- Topic: Clones
- Replies: 10
- Views: 9853
Clones
:idea: As Ville is addressing the Scripting language, wouldn't it be useful to assign a Identifier ( int ) to each spawned Clone, and being able to access that Clone through a ZExpression using for example 21.Position.X ( 21 being the Identifier )? And while you're at it, don't forget the CollidedCl...
- Fri Oct 03, 2008 8:27 pm
- Forum: General discussion
- Topic: Shaders,. . passing a bitmap?
- Replies: 2
- Views: 4960
Hi guys, Extra texture slots would be desirable for normal maps and such indeed. Chrome is all about high reflection, low diffuse / specularity. Unfortunately, to pull this off best ( especially with objects that self-reflect ), you need to render a reflection map ( dynamically or pre-rendered ). He...
- Thu Oct 02, 2008 4:56 pm
- Forum: Tips'n'Tricks
- Topic: Geometry
- Replies: 14
- Views: 34168
By request, a torus with calculated normals ( unusual subdivisions to illustrate normals ).
Code: Select all
this.V.X = cos(U)*cos(V)*Size+cos(U)*Radius;
this.V.Y = sin(U)*cos(V)*Size+sin(U)*Radius;
this.V.Z = sin(V)*Size;
this.N.X = cos(U)*cos(V)*Size;
this.N.Y = sin(U)*cos(V)*Size;
this.N.Z = this.V.Z;