texturing a level problem PLEASE, HELP me
Moderator: Moderators
Hej nikkk,
I'm no programmer either However, any collision problem can be solved using basic Trigonometry ( high school math ). It's just a matter of getting the variables passed around in ZGE ( which is the tedious part ).
http://en.wikipedia.org/wiki/Trigonometry
Good luck,
K
I'm no programmer either However, any collision problem can be solved using basic Trigonometry ( high school math ). It's just a matter of getting the variables passed around in ZGE ( which is the tedious part ).
http://en.wikipedia.org/wiki/Trigonometry
Good luck,
K
- jph_wacheski
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That is nice,. I have been playing with little object for so long I had forgotten how nice baked lighting can look! Did you build the model?
It should not be to difficult to to add some obb collision objects along the walls and then small ones for the pillers,. perhaps a footfalls sound and some ambient noise,. oh your back arrow don't work but the S key does,.
It should not be to difficult to to add some obb collision objects along the walls and then small ones for the pillers,. perhaps a footfalls sound and some ambient noise,. oh your back arrow don't work but the S key does,.
iterationGAMES.com
baking was made by: gile[s]-->max (unwruping UVW with tex ID=2)-->export in 3ds))).
q №1 - implement collisions, gravity for player (?), features of rise up by architectural stairs
q №2 - ADDING SOME LIGHTING EFFECTS jpening and closings for doors and windows, possability to turning on\off inerior lights
q №1 - implement collisions, gravity for player (?), features of rise up by architectural stairs
q №2 - ADDING SOME LIGHTING EFFECTS jpening and closings for doors and windows, possability to turning on\off inerior lights