Search found 12 matches

by Akinz
Wed Oct 07, 2009 12:17 am
Forum: Showcase
Topic: Cg Shader with Diffuse+Specular+Normal+Shadow Mapping + Fog
Replies: 66
Views: 33049

Re: Cg Shader with Diffuse+Specular+Normal+Shadow Mapping + Fog

Did you try changing the iShininess value in the materials?
by Akinz
Sun Oct 04, 2009 10:25 pm
Forum: Showcase
Topic: Cg Shader with Diffuse+Specular+Normal+Shadow Mapping + Fog
Replies: 66
Views: 33049

Re: Cg Shader with Diffuse+Specular+Normal+Shadow Mapping + Fog

So, I think the problem is that integrated texture shadows have not been implemented for the new terrain system from Sinbad, which is what I'm using. I just looked on the other forum post and this is on the TODO list. However, I should still be able to set my units/buildings as shadow receivers. I t...
by Akinz
Sat Oct 03, 2009 7:23 pm
Forum: Showcase
Topic: Cg Shader with Diffuse+Specular+Normal+Shadow Mapping + Fog
Replies: 66
Views: 33049

Re: Cg Shader with Diffuse+Specular+Normal+Shadow Mapping + Fog

I've read through the manual on materials and stuff, like I said I created materials for my units that inherit from the newLighting.material file and use script variables to set the diffuse/specular/normal of my individual units. However, if I set my shadow type to SHADOWTYPE_TEXTURE_ADDITIVE_INTEGR...
by Akinz
Sat Oct 03, 2009 11:27 am
Forum: Showcase
Topic: Cg Shader with Diffuse+Specular+Normal+Shadow Mapping + Fog
Replies: 66
Views: 33049

Re: Cg Shader with Diffuse+Specular+Normal+Shadow Mapping + Fog

Ok, so I created materials that inherit from newLighting.material and set their own diffuse/specular/normal maps. I have that working, but I can't seem to get shadows working. I'm not sure which Shadow Technique I'm supposed to be using with your shader. I call these 2 lines after setting up my scen...
by Akinz
Wed Sep 30, 2009 6:25 am
Forum: Showcase
Topic: Cg Shader with Diffuse+Specular+Normal+Shadow Mapping + Fog
Replies: 66
Views: 33049

Re: Cg Shader with Diffuse+Specular+Normal+Shadow Mapping + Fog

Hey jguerra, I'm new to using shaders and I'm trying to plug yours into my project. First, I noticed that your vertex/fragment program names in the newLighting material file from the original post don't match up with the names in the program file. Maybe you changed them in one file but not the other...
by Akinz
Fri Aug 07, 2009 10:40 pm
Forum: Lounge / Off-topic
Topic: Box selection using Physics (Havok)
Replies: 11
Views: 2064

Re: Box selection using Physics (Havok)

Figured I'd update this thread with my progress, I had some whacky things going on with my code earlier, stemming from an incomplete understanding of 3d shape construction (my understanding is still incomplete but less so! :wink: ). The first problem was that my stride size should still be 16 (sizeo...
by Akinz
Wed Aug 05, 2009 7:47 am
Forum: Lounge / Off-topic
Topic: Box selection using Physics (Havok)
Replies: 11
Views: 2064

Re: Box selection using Physics (Havok)

Hi guys, I'm trying to implement this using a hkpConvexVerticesShape that should be shaped like the frustrum we are projecting via our selection rectangle. I'm a little new to creating shapes and 3d space confuses me, so I haven't been able to figure out how to create the right shape out of 8 vertic...
by Akinz
Wed Jun 10, 2009 7:54 am
Forum: General Discussion
Topic: What have you tried? or how to avoid being a help vampire
Replies: 35
Views: 1850

Re: What have you tried? or how to avoid help vampires

I know it's not about elitism and the article and ideas behind it are meant to increase the quality of the community. I just think that more emphasis should be placed on improving the help request process, and less on topics such as how many HVs there have been recently or how HVs are such a huge an...
by Akinz
Tue Jun 09, 2009 10:27 pm
Forum: General Discussion
Topic: What have you tried? or how to avoid being a help vampire
Replies: 35
Views: 1850

Re: What have you tried? or how to avoid help vampires

Wow, I don't peruse these forums very often but I feel like something needs to be said: Apparently, the only way to receive constructive support and positive criticism here is to build up some kind of reputation as an Ogre forum celebrity. Otherwise, you will meet a brick wall of unfriendly regulars...
by Akinz
Wed Nov 12, 2008 1:28 am
Forum: Lounge / Off-topic
Topic: Bullet and Character Controller
Replies: 11
Views: 3003

http://developer.nvidia.com/object/physx_release_notes.html Supported Platforms ... Development * Microsoft Windows XP * Microsoft Visual Studio .NET 2005 * Microsoft XBox360 development tools: o November 2007 XDK (v6534) o Other versions of the XDK might be supported by request * Sony Playstation 3...
by Akinz
Sun Oct 26, 2008 8:40 pm
Forum: Showcase
Topic: Polygon soup - 3D pathfinding
Replies: 42
Views: 12733

KungFoo and I have finished implementing our first revision of pathfinding based off this paper with a bunch of tweaks for our RTS-style project. Some main differences are that we don't support multiple levels of terrain (multiple y values for a x,z), and instead of recursively populating the grid t...
by Akinz
Thu Oct 23, 2008 1:17 am
Forum: Showcase
Topic: Polygon soup - 3D pathfinding
Replies: 42
Views: 12733

Creating Sectors?

Hey Rambus, I'm working with KungFooMasta on implementing this type of pathfinding solution for our project, and I was wondering if you could provide any clarification on how you went about creating sectors out of the cells? I'm having trouble coming up with a solution that won't result in long skin...