Alexander Smith Wrote:ccccc Wrote:Sorry. 
btw: Are specular maps supposed to be grayscale?
Depends read below.
ggadwa Wrote:ccccc Wrote:Sorry. 
btw: Are specular maps supposed to be grayscale?
The ones I've seen are, and the doom 3 ones are, and so that's what I'm doing, so yes.
[>] Brian
90% are going to be grayscale, but colored spec maps are really useful, what they do, is set the color of the specular shine, which allows some pretty neat effects. They also allow you to make the shine white even if the texture is red, and you do this by making the spec map color the OPPOSITE color of the color-map. 
Right -- the math I'm using should support that fine. Gray scale just means that the RGB components are always equal; the math works the same if they are not equal, which means certain channels have more effects then others.
[>] Brian
ggadwa Wrote:Right -- the math I'm using should support that fine.
Excellent! I can think of lots of places where it would be very useful.

Bradamante Wrote:I have the "device-with-a-scrollball-that-can-only-scroll-in-one-direction-after-two-weeks-because-of-human-sweat-and-stuff" that some at Apple call a mouse, yes.
If your might mouse ball gets stuck: Unplug it, flip it, and roll it really fast on the carpet. Once it starts clicking in the broked direction rly fast again it works.
teh1ghool Wrote:Bradamante Wrote:I have the "device-with-a-scrollball-that-can-only-scroll-in-one-direction-after-two-weeks-because-of-human-sweat-and-stuff" that some at Apple call a mouse, yes.
If your might mouse ball gets stuck: Unplug it, flip it, and roll it really fast on the carpet. Once it starts clicking in the broked direction rly fast again it works.
Ugh, ball based mice. I use Optical ONLY now, much easier to work with.
Alexander Smith Wrote:teh1ghool Wrote:Bradamante Wrote:I have the "device-with-a-scrollball-that-can-only-scroll-in-one-direction-after-two-weeks-because-of-human-sweat-and-stuff" that some at Apple call a mouse, yes.
If your might mouse ball gets stuck: Unplug it, flip it, and roll it really fast on the carpet. Once it starts clicking in the broked direction rly fast again it works.
Ugh, ball based mice. I use Optical ONLY now, much easier to work with.
He's talking about the ball ON TOP of the mouse. Nobody uses ball based mice anymore... seriously. >_>
I'm still playing a bit with the specular, but I think I'm as close as I can get with the components I have to work with.
In the future -- and probably for this version -- I'm going to test having a secondary path that's GLSL only (it'll still work on non-GLSL machines, obviously, with the path I have now.)
There's are two ways to do things: (1) fixed-function texture units (they way it is now) or (2) programmable shaders.
One of the problem with fixed function units is that there are lots of restrictions and things I don't have access to -- for instance -- using the normals. To do bumping, I have to do a single normal over the entire polygon, which means bumping can be a bit goofy if you have one super large polygon. If you look at something like Doom 3, I don't think there's a single large polygon anywhere

-- but this is something I can't fix without going to GLSL.
And I need to learn it better, anyway
Getting ready for another release, can't say when yet, though, then hopefully I'll be back on the weekly schedule of releases.
[>] Brian
Hey Brian, snap to grid problem. Snap to grid can make some things impossible to line up, as it isn't really snapping to a grid-it's moving in increments. Moving in increments would be the same thing, except that the snap to grid isn't always on.
iow: If 2 segments start out touching, then you move them apart with snap to grid OFF, you might not be able to move them back together if you turn snap to grid on. They are now snapping to different grids.
This problem renders snap to grid next to useless, just make it so that when moving a peice in snap to grid mode it automatically moves it to the closest grid spot when you start to drag.
I'd appreciate if this thread could be split up into a new thread for each beta. Recently it took forever for me to find info on a specific version.
ccccc Wrote:Hey Brian, snap to grid problem. Snap to grid can make some things impossible to line up, as it isn't really snapping to a grid-it's moving in increments. Moving in increments would be the same thing, except that the snap to grid isn't always on.
iow: If 2 segments start out touching, then you move them apart with snap to grid OFF, you might not be able to move them back together if you turn snap to grid on. They are now snapping to different grids.
This problem renders snap to grid next to useless, just make it so that when moving a peice in snap to grid mode it automatically moves it to the closest grid spot when you start to drag.
Or what you could do is snap the lower left front corner of the bounding box to the grid. That should work fine for both ccccc's problem and the one I was going to post. It's quite similar, but just: in Blender, both meshes have the same height, and in Editor as well, but the two pieces don't line up. What you could do is the above mentioned solution, or you could make the vertex coordinates inside meshes have the same (I guess lower) precision as those of the bounding box (I think this is the way to go)
So... you have two pieces of map as obj, both have the correct scaling but they don't line up?