Yeah, me. Not sure if bump working would make too much a difference, but spec would be cool.
Kieranator Wrote:Hey, has anyone else noticed that DOT3 normal mapping and Specular seem to be broken for liquids?
I did. Bump mapping and specular probably could make water look alot better, would be nice if they worked on liquids.

Bradamante Wrote:Yeah, me. Not sure if bump working would make too much a difference, but spec would be cool.
Kieranator Wrote:Hey, has anyone else noticed that DOT3 normal mapping and Specular seem to be broken for liquids?
I think it could make for some interesting liquid effects- and if you have a good enough water texture it could make up for the lack of reflections in Dim3.
on another note:
2.5 b9 refuses to run my largest map; the engine crashes with the "Out of Memory" error. Here are the Counts from the editor:
Portal Count: 135
Segment Count: 0 (I should hope this is right! :rolleyes

Spot Count: 216
Scenery Count: 68
Map Light Count: 24
Map Sound Count: 17
Particle Count: 13
Node Count: 0
I'm guessing that one or more of those 'Counts' exceeds some limit somewhere in the engine. If this is the case, then could the next beta of the engine take care of that little problem?
It might be just too many textures causing the out of memory warning. Could be just your hardware... I'm not sure.
If the engine refuses to run a map that has a 512x512 bitmap, normal map and specular map for almost every single texture slot, then that's a serious problem.
My hardware is a 2008 Macbook pro w/ 4 GB DDR2 RAM. (8600M GT w/256 GDDR3 VRAM)
How much hd space do you have left?
ccccc Wrote:How much hd space do you have left?
100.41 GB.
Brian, the color box for the flash color flickers on and off when you type, might wanna fix that...
[EDIT]Why are particles faster when they are not in the same portal as the character? There's no collision, shouldn't it be the same?
I'm having problems with portals disappearing from some of my test maps in b9. They show up fine in the editor, but no matter how the sight paths are set up, they don't show up in the engine:
If you walk into where the missing portal should be, you fall off of the edge of the map into an apparently bottomless pit. (you don't even hit the portal boundary)
You really have to fix the alpha sorting, Brian.
I need it.