http://www3.telus.net/public/a6a91102/1.jpg
I think I'm gonna try splitting the glass up and using more cubemaps...
Matt Hoffman wrote:
> Interesting idea but it sounds like you could better accomplish this with
> multiple cubemaps on smaller surfaces than single cubemaps on large glass
> surfac
Interesting idea but it sounds like you could better accomplish this with
multiple cubemaps on smaller surfaces than single cubemaps on large glass
surfaces.
There's also the concern of large BSP's from these. Each cubemap taking a
1024^2 or 2048^2 screenshot, six times PER CUBEMAP is going to ad
I don't know about increasing the cubemap resolution, but maybe put a normal
map on it to break it up? I don't think those cubemaps were meant to be
displayed on large surfaces all in one piece.
--
Jorge "Vino" Rodriguez
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Has anyone tried to increase the max cubemap resolution of 256x256?
We're running into some ugly ass large glass windows that look terrible
because of the low cubemap resolution.
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Hi hlcoders!
I am looking for some insight on how SpriteTrails work, I've been looking at
it for a while and I have the player spawning with one attached to her. Now
the trail functions fine at a slow speed, but when the player gets to a
certain speed (really fast), the points of the trail start g
That would be in the file you did the copy and paste from, if you do it from
the new class it will just twiddle its thumbs, and return nothing
Owner Nigredo Studios http://www.nigredostudios.com
--- On Fri, 31/7/09, Saul Rennison wrote:
From: Saul Rennison
Subject: Re: [hlcoders] Cre
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