S H A D O W . G E N E R A T I N G . P E T I T I O N

About RBR track editor

Re: S H A D O W . G E N E R A T I N G . P E T I T I O N

Postby cricrikris » Fri Mar 12, 2010 3:05 pm

@eno72 : if you want tomorrow or sunday i could spend some time to explain you. Maybe you're right, it could be useful for cloudy weather.
With this method you could maybe also set light of buildings faces as you said (face in front of the sun, face in the dark,....), don't have tested that yet.

I'm hoping that wally could tell us more about needed data, and that he will implicate us more into R&D.
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Re: S H A D O W . G E N E R A T I N G . P E T I T I O N

Postby Bostjan Berglez » Fri Mar 12, 2010 8:35 pm

@ cricrikris. Please explain us all. I'm too interested in your method. Can you do a short tutorial or movie tutorial? Please please..
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Re: S H A D O W . G E N E R A T I N G . P E T I T I O N

Postby cricrikris » Sun Mar 14, 2010 10:18 pm

@Bostjan Berglez : send me your icq number ;)
_________________________________________
Reading the following forum, it seems that .x file can support multi textured object only if you use DX material into 3ds max :
http://forums.xna.com/forums/t/11975.aspx
Does anyone know if wallaby can import .x file including DX material ?
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Re: S H A D O W . G E N E R A T I N G . P E T I T I O N

Postby Admal » Mon Mar 15, 2010 9:58 am

I red some on www, but for me it will be allways weak for my understanding. As i understand, dx materials are defined on shader with own *.fx file on max. But i read out, that if you make a own shader, it would not work with the game. You need also the right shader from game.
I find a page, maybe it is usefull.
http://www.gamasutra.com/features/20060524/puech_01.shtml

I hope it helps, but today is here the end of my understanding.

Lamda
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Re: S H A D O W . G E N E R A T I N G . P E T I T I O N

Postby cricrikris » Tue Mar 16, 2010 6:08 am

@Lamda :thanks for the link, i knew it from an old BHMS subject as i remember ;)

With kw exporter for 3ds max, you can export a multi textured object (blend,..etc) into a .x file using dx material and .fx file,
so export a multi-textured object with multi layer into a .x file is possible.
My question now is : is wallaby able to read those .x files ? in other words, is wallaby able to go into a .fx file to search material settings during groundmesh import ? Is there a standard .fx file that wallaby can understand ?

@wally : can you tell me if i am in a good or a wrong way in order to not spending hours an hours to search for nothing ? thanks you by advance .
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Re: S H A D O W . G E N E R A T I N G . P E T I T I O N

Postby delu77 » Fri Apr 02, 2010 9:14 am

Thanks for the shadows Wally!! :lol:
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