horace {l Wrote}:you mean render-to-texture? it has nothing to do with copying the frame buffer and isn't really slow. just like rendering a second camera view (but it can be in a much smaller resolution, render less details,...). it should be very doable even on older cards. don't know how good irrlicht's support for it is though.
the license is the same as for my tracks like canyon. is this enough or do i have to upload them with some textfile or something?Auria {l Wrote}:Horace: I think these new textures are great But, as always, before I can integrate anything, I need a license statement ^^
horace {l Wrote}:you mean render-to-texture? it has nothing to do with copying the frame buffer and isn't really slow. just like rendering a second camera view (but it can be in a much smaller resolution, render less details,...). it should be very doable even on older cards. don't know how good irrlicht's support for it is though.
Auria {l Wrote}:Varivar: Thank you very much I updated the track in SVN.
EDIT: we probably want to have the updated .blend, please
horace {l Wrote}:the license is the same as for my tracks like canyon. is this enough or do i have to upload them with some textfile or something?Auria {l Wrote}:Horace: I think these new textures are great But, as always, before I can integrate anything, I need a license statement ^^
Varivar {l Wrote}:Of course you do. Here you are
Pixel {l Wrote}:
As for speed, I would think "recursion" is one thing that could slow it down. (i.e the RTT "camera" and main render camera are pointed at the same object.)
That's not the problem in the Kart Selection screen though.
Auria {l Wrote}:Pixel {l Wrote}:
As for speed, I would think "recursion" is one thing that could slow it down. (i.e the RTT "camera" and main render camera are pointed at the same object.)
That's not the problem in the Kart Selection screen though.
Sorry, I don't understand what you mean here
at first i tried to use 512x512 but this didn't really fit to the rest of the tracks (beach and lighthouse) since the other textures are quite low-res too. 256x256 did look better on those tracks in my opinion and now i don't have the 512x512 version anymore.Auria {l Wrote}:Also, I know some people on IRC expressed interest in having your road textures in larger resolution, is 256x256 the largest you have?
horace {l Wrote}:many edges in the canyon track are smooth shaded by mistake. this doesn't look right. it would be important that edges are hard/soft exactly like defined in blender. is this an issue with the exporter?
horace {l Wrote}:...and on the bridge it uses concrete.png instead of city_concrete.png. or was this an intentional change?
horace {l Wrote}:i also noticed that the small version of the textures gets used. in the zips of my tracks i have sent to auria when i made the tracks (but i don't know if/how they are stored in svn), there always were two texture folders, "small_textures" and "textures". for irrlicht i would use the "textures" version now.
horace {l Wrote}:at first i tried to use 512x512 but this didn't really fit to the rest of the tracks (beach and lighthouse) since the other textures are quite low-res too. 256x256 did look better on those tracks in my opinion and now i don't have the 512x512 version anymore.Auria {l Wrote}:Also, I know some people on IRC expressed interest in having your road textures in larger resolution, is 256x256 the largest you have?
i have attached the bigger versions of my sky textures. the zip also contains a winter sky i made for a track i never finished. maybe someone else wants to use it?
Varivar {l Wrote}:Unfortunately I don't have png files of the rock and the road, I drew those in Gimp and saved them in jpg format They didn't take that much time though. All other files are in this zip archive. It also contains a blend file of the rope texture. Btw, the difference between the jpg and the png texture aren't really visible to me.
horace {l Wrote}:is it already possible to add physics objects to the track?
horace {l Wrote}:for example it would be cool if it were possible to crash through a brick wall for a shortcut.
horace {l Wrote}:or the vulcano could spew rocks. this would need some kind of adjustable emitter object. and maybe it would also require to delete the rocks again once there are too many (or at least once they fall into water or something?) so that it doesn't get too slow after a while.
sj04736 {l Wrote}:I've converted "Snow Mountain". Changes from the 0.6 version include animating the movement of the tux balloon, adding Horace's sky textures, and adding all of the collectables to the .blend file (they weren't there before)
horace {l Wrote}:is it already possible to add physics objects to the track?
for example it would be cool if it were possible to crash through a brick wall for a shortcut.
or the vulcano could spew rocks. this would need some kind of adjustable emitter object. and maybe it would also require to delete the rocks again once there are too many (or at least once they fall into water or something?) so that it doesn't get too slow after a while.
Varivar {l Wrote}:I think this is possible, but you will need a lot of movable objects for a brick wall, so maybe it will be to heavy to load.
Varivar {l Wrote}:I believe you can do this with animations as well. You can add several animated rocks to the scene. This way you will have more control over the rocks as well.
horace {l Wrote}:i don't think mixing physics with animated objects works very well. the animated objects probably get seen as objects moved by infinite force by the physics engine. this can lead to all kinds of trouble like physics explosions or physics objects pushed through walls. at least this is my experience from working with other game engines...
horace {l Wrote}:i don't think mixing physics with animated objects works very well. the animated objects probably get seen as objects moved by infinite force by the physics engine. this can lead to all kinds of trouble like physics explosions or physics objects pushed through walls. at least this is my experience from working with other game engines...
Auria {l Wrote}:No, as far as I know, it's just multiple cameras taking different shots of the same scene, so I don't think this can happen
Users browsing this forum: Bing [Bot] and 1 guest