What Kosh doesn't say.
I'm not going to show trees only.
UT99 SDK
- Shadow
- Skaarj Assassin
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- Contact:
- Creavion
- Skaarj Warlord
- Posts: 745
- Joined: 12 Nov 2007, 09:43
Subject:
Post Posted: 07 May 2008, 21:55
Darkon wrote:Shadow wrote:What Kosh says!
You dont know Kosh? That doesnt matter, me neither
>:E
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>:E
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Waffnuffly wrote:Holy shit a HOUSE-SIZED BOX
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>:E
- UB_
- Nali Priest
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Subject: An old, funny thing born in this forum.
Post Posted: 10 May 2008, 21:21
Is there an option to disable trees?
- Mister_Prophet
- Red Nemesis Leader
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Subject: Re: An old, funny thing born in this forum.
Post Posted: 11 May 2008, 04:19
UBerserker wrote:Is there an option to disable trees?
Oh geez
- Shadow
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Subject: Re: An old, funny thing born in this forum.
Post Posted: 11 May 2008, 12:48
UBerserker wrote:Is there an option to disable trees?
No, sorry
- Shadow
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Subject:
Post Posted: 19 Jan 2010, 16:45
News/Updates/Changes since November 09
Media
Weapon Shaders
A Shock Rifle with CelShading
A Shock Rifle with emissive Materials (Self Illumination Maps)
For the emissive Material I simply used 3 VERY small Textures to create the Effect:
256x256 Pixels
64x64 Pixels
64x64 Pixels
Beam Emitters
Beam Emitter with a 32x32 Pixel Texture, uses 8 Segments, 2 Sheets
Beam Emitter with a 512x512 Pixel Texture, uses 6 Segments, 2 Sheets
Beam Emitter with a 512x512 Pixel Texture, uses 6 Segments, 2 Sheets
As you can see, a small number of Segments (around 4-32) is enough to draw cool Beams.
The first picture was chosen to show how it is made up out of connected segments.
Weather Emitters
Spark Emitter
Videos
New Sprites
Testing Simple Soft Shadows
Cloud Emitter Test
Spark Emitter
- Plane Projective Texture Mapping (Plane Projector) finished
- Testing Simple Dynamic Soft Shadows
- Sprite Emitter finished
- Mesh Emitter finished
- Beam Emitter finished
- Corona Emitter finished
- Sprite Beam Emitter finished
- Weather Emitters finished (Snow, Rain, Dust, Cloud, Wind Emitters)
- Fog Emitter finished
- Spark Emitter finished
- Software Weapon Material Shaders finished (support for Environment Maps, Emissive Materials, Specular Maps, Opacity Maps, Detail Maps and CelShading)
- implemented 2 new Light Actors, one with infinite Lighradius (aka Sunlight) and one with Lightradius exceeding the limit of 255
- New Sprites finished (Sprites with indipendent Axis and Orientation, also dynamic Fading and Scaling)
- re-worked and cleaned-up many old Class Structures
- Organisation/Concept Work for the Sandbox Mods has begun
- Recruiting Beta-Testers has begun
- Current state of Progress: 80 %
Media
Weapon Shaders
A Shock Rifle with CelShading
A Shock Rifle with emissive Materials (Self Illumination Maps)
For the emissive Material I simply used 3 VERY small Textures to create the Effect:
256x256 Pixels
64x64 Pixels
64x64 Pixels
Beam Emitters
Beam Emitter with a 32x32 Pixel Texture, uses 8 Segments, 2 Sheets
Beam Emitter with a 512x512 Pixel Texture, uses 6 Segments, 2 Sheets
Beam Emitter with a 512x512 Pixel Texture, uses 6 Segments, 2 Sheets
As you can see, a small number of Segments (around 4-32) is enough to draw cool Beams.
The first picture was chosen to show how it is made up out of connected segments.
Weather Emitters
Spark Emitter
Videos
New Sprites
Testing Simple Soft Shadows
Cloud Emitter Test
Spark Emitter
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