Pixel {l Wrote}:Ok, cool. Is there a way to set animation speed?
Pixel {l Wrote}:So, if I want say a 10 second animation, do I set the FPS in the Render Panel to 60, then set
the length of the animation as 1 - 601, just like I would if I wanted to animate the object
in Blender itself?
Pixel {l Wrote}:I'm still working on the animation, but I haven't quite got it to my liking yet.
I'm starting to build some walls around the track. I want to put some images on the walls,
like they sometimes do on real courses. I'm not sure how to handle asking about them.
Do I still need an author's explicit permission if the image(s) I wish to use is (are) already
incorporated into STK elsewhere?
acme_pjz {l Wrote}:I think multiple UV textures are supported in Irrlicht (at least DirectX)
Maybe simplest situation is the texture you want to blend has alpha channel, e.g. the red arrow texture has alpha channel, and blending on the brick texture ...I think we need a special material type to set in this case, which specifies how the textures affect each other.
At least supported in Direct3DIt looks like the same object can have different UV maps for the same face(s) using this method. To me that is the most important aspect.
acme_pjz {l Wrote}:I think Irrlicht is supporting multi texture stage render, because there is an index argument in SetTexture function ... But I don't know whether .b3d file support this feature
BTW , I see there is a function call "irr_driver->getAnimatedMesh(full_path);" in Track::loadMainTrack, after that do you need to load texture files manually? If the answer is no, then maybe the source code needn't to change, just export .b3d file with multi texture stage
//! Solid material with 2 texture layers.
/** The second is blended onto the first using the alpha value
of the vertex colors. This material is currently not implemented in OpenGL.
*/
EMT_SOLID_2_LAYER,
//! Material type with standard lightmap technique
/** There should be 2 textures: The first texture layer is a
diffuse map, the second is a light map. Dynamic light is
ignored. */
EMT_LIGHTMAP,
//! Material type with lightmap technique like EMT_LIGHTMAP.
/** But lightmap and diffuse texture are added instead of modulated. */
EMT_LIGHTMAP_ADD,
! More lightmap settings skipped
//! Detail mapped material.
/** The first texture is diffuse color map, the second is added
to this and usually displayed with a bigger scale value so that
it adds more detail. The detail map is added to the diffuse map
using ADD_SIGNED, so that it is possible to add and substract
color from the diffuse map. For example a value of
(127,127,127) will not change the appearance of the diffuse map
at all. Often used for terrain rendering. */
EMT_DETAIL_MAP,
//! A reflecting material with an optional non reflecting texture layer.
/** The reflection map should be set as first texture. */
EMT_REFLECTION_2_LAYER,
//! A transparent reflecting material with an optional additional non reflecting texture layer.
/** The reflection map should be set as first texture. The
transparency depends on the alpha value in the vertex colors. A
texture which will not reflect can be set as second texture.
Please note that this material type is currently not 100%
implemented in OpenGL. */
EMT_TRANSPARENT_REFLECTION_2_LAYER,
//! A solid normal map renderer.
/** First texture is the color map, the second should be the
normal map. Note that you should use this material only when
drawing geometry consisting of vertices of type
S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into
this format using IMeshManipulator::createMeshWithTangents()
(See SpecialFX2 Tutorial). This shader runs on vertex shader
1.1 and pixel shader 1.1 capable hardware and falls back to a
fixed function lighted material if this hardware is not
available. Only two lights are supported by this shader, if
there are more, the nearest two are chosen. */
EMT_NORMAL_MAP_SOLID,
//! A transparent normal map renderer.
/** First texture is the color map, the second should be the
normal map. Note that you should use this material only when
drawing geometry consisting of vertices of type
S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into
this format using IMeshManipulator::createMeshWithTangents()
(See SpecialFX2 Tutorial). This shader runs on vertex shader
1.1 and pixel shader 1.1 capable hardware and falls back to a
fixed function lighted material if this hardware is not
available. Only two lights are supported by this shader, if
there are more, the nearest two are chosen. */
EMT_NORMAL_MAP_TRANSPARENT_ADD_COLOR,
//! A transparent (based on the vertex alpha value) normal map renderer.
/** First texture is the color map, the second should be the
normal map. Note that you should use this material only when
drawing geometry consisting of vertices of type
S3DVertexTangents (EVT_TANGENTS). You can convert any mesh into
this format using IMeshManipulator::createMeshWithTangents()
(See SpecialFX2 Tutorial). This shader runs on vertex shader
1.1 and pixel shader 1.1 capable hardware and falls back to a
fixed function lighted material if this hardware is not
available. Only two lights are supported by this shader, if
there are more, the nearest two are chosen. */
EMT_NORMAL_MAP_TRANSPARENT_VERTEX_ALPHA,
//! Just like EMT_NORMAL_MAP_SOLID, but uses parallax mapping.
/** Looks a lot more realistic. This only works when the
hardware supports at least vertex shader 1.1 and pixel shader
1.4. First texture is the color map, the second should be the
normal map. The normal map texture should contain the height
value in the alpha component. The
IVideoDriver::makeNormalMapTexture() method writes this value
automatically when creating normal maps from a heightmap when
using a 32 bit texture. The height scale of the material
(affecting the bumpiness) is being controlled by the
SMaterial::MaterialTypeParam member. If set to zero, the
default value (0.02f) will be applied. Otherwise the value set
in SMaterial::MaterialTypeParam is taken. This value depends on
with which scale the texture is mapped on the material. Too
high or low values of MaterialTypeParam can result in strange
artifacts. */
EMT_PARALLAX_MAP_SOLID,
//! A material like EMT_PARALLAX_MAP_SOLID, but transparent.
/** Using EMT_TRANSPARENT_ADD_COLOR as base material. */
EMT_PARALLAX_MAP_TRANSPARENT_ADD_COLOR,
//! A material like EMT_PARALLAX_MAP_SOLID, but transparent.
/** Using EMT_TRANSPARENT_VERTEX_ALPHA as base material. */
EMT_PARALLAX_MAP_TRANSPARENT_VERTEX_ALPHA,
At least supported in Direct3DIt looks like the same object can have different UV maps for the same face(s) using this method. To me that is the most important aspect.This called "multi texture coordinates" ...
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