2008.06.06, 04:21 PM
ccccc Wrote:Just make a copy of the texture and turn the lightness and contrast up for the spec map.Ugh, that's not how you do it. D:
It might work for some textures, but certainly not for all.
ccccc Wrote:Just make a copy of the texture and turn the lightness and contrast up for the spec map.Ugh, that's not how you do it. D:
Animator
* new interface for multiple particle/rings per animation pose move
Editor
* new mesh resizing code
* OBJ importers remove unused vertexes
* OBJ importer lets users specify scaling for connecting multiple pieces
* OBJ importer automatically snaps to grid (if grid is on)
* portals are selectable in top-down view
* fixed a bug where portals with no meshes would draw strange
* added network game type list in setting dialog
* better step sizes in auto-generate
Engine
* support for multiple particle/rings in animations
* wall sliding
* fixes to broken flying and swimming physics
* better bump-up physics
* more realistic default bump values for new objects
* fixed friction object-to-object pushing problem
* decals rotate on rotating meshes
* maps have lists of game types for hosting
* better GUI tablesAlexander Smith Wrote:Yes, the specular in dim3 is no good. I have no idea why, but it just doesn't work. Go play any game like Quake 3 or Halo that has specular, and you'll see what I mean. Specular is an integral part of the normal mapping process, but until specular works, we can't really use normal mapping.
EDIT:
Thoughts on B7. Wall sliding is good, I something jerk around on the walls, and occasionally I go through them at seams. When I walk into corners, the camera jitters.
ggadwa Wrote:Alexander Smith Wrote:Yes, the specular in dim3 is no good. I have no idea why, but it just doesn't work. Go play any game like Quake 3 or Halo that has specular, and you'll see what I mean. Specular is an integral part of the normal mapping process, but until specular works, we can't really use normal mapping.
EDIT:
Thoughts on B7. Wall sliding is good, I something jerk around on the walls, and occasionally I go through them at seams. When I walk into corners, the camera jitters.
If any of you have a texture, a specular texture, and an example of how it's supposed to look (like a render), I'd be interested so I could have something better to test with.
[>] Brian
Brian you said you would release it with the next version. Quote:Quote:shooks Wrote:
So could someone give me a link or someway of getting a data folder so I can use?
I'll include the data with the next beta, in a couple days.
// ***********************************************************
//
// PROJECTILE: Grenade
//
// ***********************************************************
//
// grenade construction
//
function grenadeConstruct(proj)
{
// model
proj.model.on=true;
proj.model.name="Grenade";
proj.model.spin.x=1;
proj.model.spin.z=0.5;
// light
proj.model.light.on=false;
// speed
proj.speed.speed=100;
proj.speed.deceleration=10;
proj.speed.decelerationWait=300;
proj.speed.decelerationMinSpeed=20;
// automatic functions
proj.action.autoHitTick=5000; // auto-destroys after 5 seconds
proj.action.autoBounce=true;
proj.action.autoBounceMinMove=10;
proj.action.autoBounceReduce=0.9;
proj.action.autoReflect=true;
// size and weight
proj.size.x=400;
proj.size.z=400;
proj.size.y=400;
proj.size.weight=25;
// melee hits
proj.melee.strikeBoneTag='Body';
proj.melee.strikePoseName='Normal';
proj.melee.radius=9000;
proj.melee.damage=55;
proj.melee.force=40;
proj.melee.lifeTick=100;
// decal (for hitting map)
proj.mark.on=true;
proj.mark.name="mark_normal";
proj.mark.size=600;
proj.mark.alpha=1;
}
//
// grenade action events
//
function grenadeAction(proj,subEvent)
{
switch (subEvent) {
case DIM3_EVENT_PROJECTILE_BOUNCE:
case DIM3_EVENT_PROJECTILE_REFLECT:
proj.model.animation.start('Bounce');
return;
}
}
//
// grenade hit
//
function grenadeHit(proj,tick)
{
// this animation has all the explode effects
proj.model.animation.start('Explode');
// the melee
proj.melee.spawnFromProjectileBone();
// destroy projectile
proj.action.destroy();
}
//
// events
//
function event(proj,mainEvent,subEvent,eventId,tick)
{
switch (mainEvent) {
case DIM3_EVENT_CONSTRUCT:
grenadeConstruct(proj);
return;
case DIM3_EVENT_PROJECTILE:
grenadeAction(proj,subEvent,tick);
return;
case DIM3_EVENT_HIT:
grenadeHit(proj,tick);
return;
}
}