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Re: Fully working diffuse specular point lighting! [Re: Beorn] #20301
06/13/04 08:39
06/13/04 08:39
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
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Drew  Offline
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Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Yes, its matt's. I'm so grateful to him...Hopefully helping with some models in return.
What version, I'm not sure...he would have to answer...

Re: Fully working diffuse specular point lighting!! [Re: Matt_Aufderheide] #20302
06/16/04 18:39
06/16/04 18:39
Joined: Sep 2003
Posts: 2,174
Israel, Haifa
ROMAC Offline
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ROMAC  Offline
Expert

Joined: Sep 2003
Posts: 2,174
Israel, Haifa
Tells me file is corrupt.

Re: Fully working diffuse specular point lighting!! [Re: ROMAC] #20303
07/17/04 19:21
07/17/04 19:21
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
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Joined: Dec 2003
Posts: 1,097
Maryland, USA
Does anybody else get this. If so, what fixed it to work right?


note:
All the bmaps have the correct colormaps and/or alpha channels. Yes, the action is assigned. The sun is setup.. etc...

Re: Fully working diffuse specular point lighting!! [Re: Steempipe] #20304
07/19/04 01:36
07/19/04 01:36
Joined: Jun 2003
Posts: 161
Velorien Offline
Member
Velorien  Offline
Member

Joined: Jun 2003
Posts: 161
Do you have a normal map for those objects? Have you tried to follow Drew's tutorial?

And are those holes in the terrain intentional?


Need help? Well go FAQ yourself!
Re: Fully working diffuse specular point lighting!! [Re: Velorien] #20305
07/19/04 03:19
07/19/04 03:19
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
Okay,I started back at square one and used procedure and the resources in Drew's tut and got it working. However, the FPS counter in the script bombs my D3D.

The holes in the terrain are a side effect of something else right now. That being a stupid Alpha channel in one of the entSkins in my terrain effect which is creating that problem.

Thanks,
Eric

Re: Fully working diffuse specular point lighting!! [Re: Steempipe] #20306
07/19/04 06:22
07/19/04 06:22
Joined: Jun 2003
Posts: 161
Velorien Offline
Member
Velorien  Offline
Member

Joined: Jun 2003
Posts: 161
I get the same problem (the holes or seeing the ugly A5 default sky texture ) when i set either:

ALPHATESTENABLE = True; // this to true

ALPHABLENDENABLE = True; // or this, not sure (it's been a long time)

I think it's A6 engine bug or something, it should work (but it doesnt )


Need help? Well go FAQ yourself!
Re: Fully working diffuse specular point lighting!! [Re: Velorien] #20307
07/19/04 07:15
07/19/04 07:15
Joined: Dec 2003
Posts: 1,097
Maryland, USA
Steempipe Offline
Serious User
Steempipe  Offline
Serious User

Joined: Dec 2003
Posts: 1,097
Maryland, USA
I changed my entSkin2 in my terrain HMP from 32bpp RGBA to 24bpp RGB.
And, also I had to add this line to my terrain shader ACTION:
my.transparency=off;

After that the shadows from the crates worked okay. Cool.

Re: Fully working diffuse specular point lighting!! [Re: Steempipe] #20308
07/22/04 14:18
07/22/04 14:18
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline OP
Expert
Matt_Aufderheide  Offline OP
Expert
M

Joined: Oct 2003
Posts: 4,131
yes my.transparent should alwasy be off but also my.flare as well. Make sure thast off.. then you wont need to change the texture formats. I am alwasy having this problem too :P

Re: Fully working diffuse specular point lighting!! [Re: Matt_Aufderheide] #20309
07/28/04 23:59
07/28/04 23:59
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline
Expert
Rhuarc  Offline
Expert

Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
I've spent a while trying to get this working, any chance you can just upload an example level of it?

-Rhuarc


I no longer post on these forums, keep in touch with me via:
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