Search found 282 matches

by Ajare
Sat Feb 17, 2007 2:56 am
Forum: Feature Requests
Topic: Caustics in Ogre
Replies: 2
Views: 1548

I've just this minute been mucking about with water caustics. The simplest way to do it is to overlay a texture in a material pass. Take a look at this program , too. material BlueTile { technique { pass { texture_unit { texture bluetile.png } texture_unit { anim_texture caustic.png 32 5 colour_op_e...
by Ajare
Fri Feb 16, 2007 7:59 pm
Forum: Artists & Content Creators
Topic: Roll Your Own Ogre2
Replies: 71
Views: 13162

That's really, really good.
by Ajare
Fri Feb 16, 2007 5:45 pm
Forum: Back to Basics
Topic: Moving by a fixed amount on a circle
Replies: 3
Views: 637

If you want to move X units, around a circle of radius R: circumference C = 2 * Pi * R percentage of circle P = X / C angle in degrees A = P * 360 Then just rotate by A around the circle's origin. edit: this is the same as what gerds said. What are you having problems with? Ignore that stuff about a...
by Ajare
Fri Feb 16, 2007 1:04 pm
Forum: Back to Basics
Topic: Huge problems with the terrain tutorial[resolved]
Replies: 3
Views: 946

Have you linked in the CEGUI libraries?
by Ajare
Fri Feb 16, 2007 1:15 am
Forum: Artists & Content Creators
Topic: Improving Ogre's art
Replies: 59
Views: 6390

Looking good...

I started work on a new scene for the fresnel demo: http://www.tetracorp.net/images/Demo_Fr ... -45-32.png
by Ajare
Thu Feb 15, 2007 11:59 pm
Forum: Artists & Content Creators
Topic: Improving Ogre's art
Replies: 59
Views: 6390

Go for it! :)
by Ajare
Thu Feb 15, 2007 6:50 pm
Forum: Artists & Content Creators
Topic: high-res ogre artwork
Replies: 56
Views: 11832

I'd be careful with using the existing head. It's already 4000-odd polygons.
by Ajare
Thu Feb 15, 2007 6:01 pm
Forum: Artists & Content Creators
Topic: Improving Ogre's art
Replies: 59
Views: 6390

Well, the Jaiqua model has too many issues for normal-mapping as it turns out. No huge loss, it's good enough as it is.
by Ajare
Thu Feb 15, 2007 12:39 pm
Forum: Artists & Content Creators
Topic: low poly mushroom
Replies: 4
Views: 937

Re: low poly mushroom

vladeck wrote:I need some kind of file hosting for my models (there is no need for me to have access to this file storage as long as people can download archives with models, textures and meshes from the server). So if anyone can help, please do so.
PM me.
by Ajare
Thu Feb 15, 2007 12:33 pm
Forum: Artists & Content Creators
Topic: Improving Ogre's art
Replies: 59
Views: 6390

I thought there might be a license issue with her. I just need the base pose to detail for a normal map. The .mesh/skeleton won't be changed in any way. FBX is fine.
by Ajare
Thu Feb 15, 2007 8:25 am
Forum: Showcase
Topic: Particle Accelerator [v1.0 released!]
Replies: 136
Views: 92169

Rak'kar wrote:This is much better than Particle editor. Thanks for making it.
Thanks! When Eihort is stable, I will likely be releasing a new version to incorporate the new syntax additions, plus fix the stuff I really ought to have done by now.
by Ajare
Wed Feb 14, 2007 9:04 pm
Forum: Artists & Content Creators
Topic: Improving Ogre's art
Replies: 59
Views: 6390

sinbad wrote:I can generate others if you need it.
Could you chuck the Jaiqua model this way (.obj is great)? Or even better, the converter, to save me pestering you any more.
by Ajare
Wed Feb 14, 2007 2:59 pm
Forum: Help
Topic: Create animation using PNG pictures
Replies: 1
Views: 234

Take a look at the anim_texture keyword in the material declaration.
by Ajare
Wed Feb 14, 2007 8:30 am
Forum: Showcase
Topic: Raytrace renderer use ogre
Replies: 24
Views: 8488

The images aren't working for me.
by Ajare
Wed Feb 14, 2007 12:44 am
Forum: Artists & Content Creators
Topic: Improving Ogre's art
Replies: 59
Views: 6390

Improving Ogre's art

From the thread in General Discussion about the Ogre model: On a related note: Sinbad, I noticed in your blog that you talked about some promotion for Eihort once it's stable. I think the demos could do with some improved art, and I'd be willing to help out on this. And that would be very welcome. I...
by Ajare
Mon Feb 12, 2007 4:53 pm
Forum: Artists & Content Creators
Topic: high-res ogre artwork
Replies: 56
Views: 11832

On a related note:

Sinbad, I noticed in your blog that you talked about some promotion for Eihort once it's stable. I think the demos could do with some improved art, and I'd be willing to help out on this.
by Ajare
Fri Feb 09, 2007 11:52 am
Forum: Help
Topic: Help, Can ogre load resourse form the database?
Replies: 4
Views: 275

You will probably want to write your own Archive subclass as well.
by Ajare
Wed Feb 07, 2007 9:08 pm
Forum: General Discussion
Topic: source code formatting
Replies: 18
Views: 1246

I have an unfortunate obsessive-compulsive streak about code neatness. If I find half my code is indented with three spaces, and half with four, then half of my code is going to have to change! I also find myself correcting typos in the Ogre source comments, and making the spacing consistent. I'd lo...
by Ajare
Thu Feb 01, 2007 10:09 pm
Forum: General Discussion
Topic: New wiki article: Resources and ResourceManagers
Replies: 33
Views: 5346

New wiki article: Resources and ResourceManagers

I've just written a reasonably in-depth article on resources, and how to create your own Resource/ResourceManager. It's up here . If people can check it, make sure the code compiles fine, etc (I've checked once, but you never know), then that would be cool. I hope people find it useful. If it seems ...
by Ajare
Mon Jan 29, 2007 10:42 pm
Forum: General Discussion
Topic: Texturing levels
Replies: 11
Views: 1360

Polycount usually doesn't have much bearing on the unwrapping complexity. Techniques such as pelt-mapping make highpoly organic stuff pretty easy, for instance, whereas a lowpoly model with lots of orthogonal sides can be a nightmare in certain situations. For lowpoly game models, you really should ...
by Ajare
Wed Jan 24, 2007 11:34 pm
Forum: Showcase
Topic: Snakeworlds (3D snake game) - *released* on 4/3/09 (page 4)
Replies: 80
Views: 28275

The speed at the start is rather slow - it makes the beginning a bit tedious. I think it's safe to speed it up, the learning curve is very shallow :) Although it may require some redesign, I stronly urge you to make the snake move in a continuous fashion, rather than the discrete steps it's currentl...
by Ajare
Sat Jan 20, 2007 1:23 am
Forum: Showcase
Topic: Snakeworlds (3D snake game) - *released* on 4/3/09 (page 4)
Replies: 80
Views: 28275

scriptkid wrote:But someone with more knowledge of colours should have a look.
If you just want colour schemes, take a look at this site. Nice idea, btw. :)
by Ajare
Tue Jan 16, 2007 11:13 pm
Forum: Back to Basics
Topic: Class sizes
Replies: 8
Views: 957

I'm not sure exactly what you're trying to accomplish but I think you might be worrying about performance and optimization too much at an early stage. That's quite likely. :) I didn't want to go and spend lots of time on an approach if it could be easily debunked, but I'm getting the impression tha...
by Ajare
Tue Jan 16, 2007 9:50 pm
Forum: Back to Basics
Topic: Class sizes
Replies: 8
Views: 957

That's an interesting idea Falagard, and actually similar to what I do with regards the design of properties, but my objects will be too varied for it to be useful. Moreover, how do you store those properties in the classes? With names like 'mCastsShadows' I'm guessing they're just normal data membe...
by Ajare
Tue Jan 16, 2007 3:31 pm
Forum: Back to Basics
Topic: Class sizes
Replies: 8
Views: 957

Something I didn't mention but have yet to do is reorder the data members to optimise padding. I think most compilers will do this for you. I read that VC8 doesn't do this (at least by default)? Ok, I'll explain a little about what I'm doing. Each of these 'actors' have 'properties' that define the...