Large collective textures are by far the best approach.Check out Nvidias atlas map tools too for merging textures from multiple objects and not needing to do it manually.
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1
on: Today at 01:36:51 AM
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| Started by pabloescobar - Last post by Zarkow | ||
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2
on: Today at 01:29:22 AM
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| Started by Lenn - Last post by Brac | ||
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Thanks! Will do. ![]() But do you mean quasi commercial as in not fully usable by other commercial users, or as in half-free for being open source, or something else? ![]() Oh i was just refering to GDs statement there. The tag "open-source" got me thinking it would be free software, but since you give away commercial licenses it's quasi commercial. No big thing really. |
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3
on: Yesterday at 08:40:16 PM
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| Started by racingspider - Last post by racingspider | ||
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Ok, here's a screeny... not terribly impressive though
![]() ![]() Its still in development, and I'll eventually get around to putting it into Virtual Tabletop so you can see it. |
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4
on: Yesterday at 08:17:53 PM
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| Started by racingspider - Last post by Lenn | ||
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sounds interesting
but the video is asking for some Fraps codec cant be bothered. some screenshots? |
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5
on: Yesterday at 07:26:42 PM
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| Started by racingspider - Last post by racingspider | ||
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Thanks for the kudos! Yeah, the sounds go with the card player
I'll post another video with the card player IN Virtual Tabletop to put it into the proper context. |
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6
on: Yesterday at 06:32:57 PM
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| Started by Shargot - Last post by Shargot | ||
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Hi all. Sorry for my bad English.
I have some questions.... 1. If i create billboard tvmesh and set normal map texture on layer 1 normal mapping not work... i see blue textured billboard... this is my code. Code: tree1.TreeModel2 = new TVMesh(); tree1.TreeModel2 = Globals.Scene.CreateBillboard(Tree.Texture,0,0,0,Tree.Width,Tree.Hight,Name); tree1.TreeModel2.SetAlphaTest(true,128,true); tree1.TreeModel2.SetMaterial(Globals.standardMat); tree1.TreeModel2.SetTextureEx((int)CONST_TV_LAYER.TV_LAYER_NORMALMAP,tree1.TreeModel.GetTextureEx(1,0)); tree1.TreeModel2.SetLightingMode(CONST_TV_LIGHTINGMODE.TV_LIGHTING_BUMPMAPPING_TANGENTSPACE); 2. If i scale my TVMiniMesh part to size 0.1f or < 1 then minimesh is not render to screen. 3. Lightning on minimeshes (billboard or not) work very bad.... At the same material on identical TVmesh and TVMiniMesh the result turns out absolutely different... 4. If i create Game Platform like realmcrafter and multiverse, i nead buy multi license? 5. Sometimes happens the error stands out when I do TVLandscape.ComputeNormals ()... or TVMesh.ComputeNormals (). It is bug or I do something wrong? All seems. If that that I will remember that I will write. Help to understand please with these questions. And many thanks to a command of developers TV3D. I Love TV3D and I do not wish from it to refuse. |
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7
on: Yesterday at 06:23:30 PM
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| Started by Lenn - Last post by Lenn | ||
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I'm glad you like it, thank you!
Ah, I see. Well yes, you are supposed to initialize it at the start of your application. I can't see why you would really want to initialize it during a render? When you say "initialize" you mean: MyGUI = New EvoGUI(Inp) ? Or do you mean to initialize the windows (in the example the function is called InitiateWindows), meaning create new windows and add gadgets to it? If that's the case, then all you need to do is call MyGUI.RefreshWindow("YourWindowName") after adding all of the gadgets to it and it should appear normal. In both cases you should try calling MyGUI.RefreshWindow, as that should fix it. On the other hand, if you are New-ing it during a render loop (which you really shouldnt do), try to New it at least outside of a tv.clear - RenderToScreen section. Ie, make sure it's either before or after the part where tv is drawing to screen. Hope that helps. If not, give me more details (preferably the exact code) and I'll help you out. Cheers. |
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8
on: Yesterday at 05:42:33 PM
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| Started by Lenn - Last post by Soganatsu | ||
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I really like your system and I'm surely willing to buy it once it's finished ^^
But there's some small bug or whatever that's disturbing me a bit.. I need to initialize the GUI system (loading windows, etc.) while there's already something being rendered on-screen. Problem is: Somehow this corrupts the loading procedure so instead of a normal window after initialization I can't even see it's border. as soon as I click on it, it's border restores, but the rest stays fragmented. When I minimize the Window and Maximize it again, it's completely visible again with no fragmentation. Could there be any problem during your loading procedure? Cya, Philipp |
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9
on: Yesterday at 05:32:49 PM
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| Started by racingspider - Last post by Mietze | ||
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very impressive! this is very offside the mainstream and i appreciate it! did you know that you have been recording your windows sounds?
hats off! ![]() |
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10
on: Yesterday at 04:28:07 PM
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| Started by RichBosworth - Last post by Qbasic8 | ||
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I think their is much bigger things too worry about then a packaging system. All of that could be implemented quickly towards end of the project. I would be focusing on the Editor itself and the subsystems like land paging, etc...
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