General Thread |
by Aardappel
on 01/05/2002 01:55, 15527 messages, last message: 03/01/2024 13:02, 12564002 views, last view: 11/07/2024 23:01 |
|
for questions, announcements etc.
|
|
Board Index
|
|
#12278: Distortion Effect |
by robin1337
on 06/16/2009 20:54
|
|
Hello there.
I love distortion effects over heat sources, eg. fire. In Crysis or CoD 4 are heat distortion/haze effects well shown, and now I've wanted to code something similar at Sauerbraten. My idea was to edit the particle smoke (no. 12),to a distortion particle system, which uses a normalmap to distort the view.
But now to my question: How can I use this normalmap to distort the view? Yet I've got a particle system which shows the normalmap as a colortexture. My plan was to put such particles above normal fire particles (no. 0).
Here's what I've got:
http://www.mypicx.com/uploadimg/1806474410_06162009_1.jpg
How it should look (Photoshop fake):
http://www.mypicx.com/uploadimg/750369900_06162009_2.jpg
reply to this message
|
|
#12279: .. |
by abenny9
on 06/16/2009 23:05
|
|
..
reply to this message
|
|
#12280: Body Fading |
by Joeschmoemama
on 06/16/2009 23:06
|
|
Hello. I\'m new here, so please forgive me if I\'m asking a dumb question. I\'m a bit sadistic, so I like my battlefields littered with bodies (like Halo). How do I turn off the body-melts-into-the-ground effect? If I do, will it slow everything down considerably. Thanks.
reply to this message
|
|
#12281: Re: Distortion Effect |
by baby~rabbit
on 06/16/2009 23:45, refers to #12278
|
|
read framebuffer as texture, apply shader and draw distorted result back to screen. I've actually experimented ages ago - but it seemed a potential performance sink for little visual gain imho.
PS those image links seem broken...
reply to this message
|
|
#12282: Normal maps from Blender inverted in Cube2 |
by Osbios
on 06/17/2009 12:22
|
|
@robin1337: Your links to you images don't work!
I have a problem with normal maps from blender on my map models. It seems that there are inverted.
Every thing that was going out, is now going in and visa versa.
How do I have to edit the normal map images to get this right?
reply to this message
|
|
#12283: .. |
by Osbios
on 06/17/2009 13:47
|
|
I found how to correct the normal map. Inverting red does the job. :)
reply to this message
|
|
#12284: Message censored by administrator |
by Joe4fun
on 06/18/2009 01:18
|
|
|
#12285: Message censored by administrator |
by Joe4fun
on 06/18/2009 04:20
|
|
|
#12286: Cheats and glitches |
by Zama
on 06/18/2009 13:58
|
|
I like to cheat at anyway possible Im thinking of startn My own website cheat codes through the roof! The site will be focused mainly on glitches (no hacks sorry)! keep in mind its just a idea I can't give a date when it will be done
The game Battle Field Bad Company demolition glitch!
only works in single player set a charge before triger sounds change to health then wala multiple charges can be placed!
reply to this message
|
|
#12287: bump-oops forgotten |
by Zama
on 06/18/2009 14:28
|
|
Battle field demo kit glitch works in multiplayer!
reply to this message
|
|
#12288: Re: Cheats and glitches |
by baby~rabbit
on 06/18/2009 22:38, refers to #12286
|
|
charge, triger - wot?
reply to this message
|
|
#12289: Game sort order |
by OldPlayer
on 06/19/2009 23:08
|
|
Hi guys,
I like your game for many many reasons. Really. But recently the online game sort oder change. Now the number of player seems to be the sort order key. Unfortunately this results in very slow games with more than one second pings. You game is losing its interest if it keeps on being slow for most players. Ask me a screenshot if you want any proof of terribles player pings.
Please increase the ping weight in multiplayer game sort order.
Regards,
Denis
reply to this message
|
|
#12290: rpg |
by DrUber
on 06/20/2009 00:31
|
|
Just to make sure, is it correct for me to assume that the rpg portion of the game doesn't save and as such the player would have to start all over again?
reply to this message
|
|
#12291: Re: rpg |
by Quin
on 06/20/2009 14:10, refers to #12290
|
|
As of Trooper edition, there is no RPG portion.
reply to this message
|
|
#12292: too dark |
by dorf
on 06/20/2009 20:27
|
|
Is there any light switch. \\\"basement field\\\" too dark. Alway these games are too dark why so?
reply to this message
|
|
#12293: Re: rpg |
by Zuma fan
on 06/20/2009 20:54, refers to #12290
|
|
Wa Im sure campaign side has a role playing game!
reply to this message
|
|
#12294: .. |
by Osbios
on 06/20/2009 22:00
|
|
@dorf:
You can increase the gamma.
You find it in options->display
reply to this message
|
|
#12295: hightmaps normals glowmaps ect |
by WayaW
on 06/21/2009 01:41
|
|
Would someone point me to a place where i can see examples of the different texture layers and their effects? Im having trouble figuring out the right combination. Thanks!
reply to this message
|
|
#12296: Having different player model in multiplayer |
by SL
on 06/21/2009 17:56
|
|
I´m a professor at a university dictating a 3D course, and I used the engine last season.My students put their designed models in the game. What we couldn´t do was to play over the network due to two reasons:
-The same player model appeared in the game
-The were only three player models available
Can someone tell if I am right, or where to look for more information.
BTW. I work at a third-going-to-fourth-world university....
reply to this message
|
|
#12297: Re: Having different player model in multiplayer |
by tentus_
on 06/21/2009 21:35, refers to #12296
|
|
If I remember correctly, there is support for 2 different player models being shown in the latest release. I think you can force it back to one if there is a performance problem.
And yes, there are 3 player models. Try and talk your students into making more... they might enjoy it! Can't hurt to try.
reply to this message
|
|
|
Board Index
|
|