Search found 163 matches

by ClayOgre
Sat Jan 14, 2006 3:17 pm
Forum: Help: Map Making
Topic: Occluding materials
Replies: 1
Views: 1156

Occluding materials

I was looking at the 2.0.4 bzw man page and noticed the "occluder" function in the materials statement. If I make use of this, does it mean that things get speeded up, since anything that is blocked (i.e. behind an object using an occluding material) by this material doesn't get rendered? ...
by ClayOgre
Sat Jan 14, 2006 3:11 pm
Forum: Help: Map Making
Topic: Weird mesh bug...I think.
Replies: 0
Views: 992

Weird mesh bug...I think.

I have run into this problem before with just regular prefab mesh map objects. Two objects will supposedly be at the same height, right next to each other, but you can't drive across the surfaces. The attached code is a custom mesh that has the same problem. Basically it is a sort of rock "surr...
by ClayOgre
Wed Jan 11, 2006 1:30 am
Forum: Help: Map Making
Topic: Okay all you wings gurus out there...I am stuck
Replies: 6
Views: 2100

Well, for starters, I have no idea how to apply the tex-coords in a text editor...and on top of that, it is lessee here....heck I ain't countin' em, but it is probably at 100 faces, thats a lot of typing. Anyway, I solved my problem, sort of, I just redid the whole thing with one object with all fou...
by ClayOgre
Wed Jan 11, 2006 1:13 am
Forum: Help: Map Making
Topic: Invalid Mesh Face
Replies: 15
Views: 3300

hmmmm

What version of bzflag are you running...on Windows or Linux? Because I just cut, pasted and ran your code and it ran just fine... I got a large box, about 15-20 units up in the air standing on edge...no missing faces.

I am running version 2.0.4 on a linux box.
by ClayOgre
Mon Jan 09, 2006 12:14 am
Forum: Help: Map Making
Topic: Okay all you wings gurus out there...I am stuck
Replies: 6
Views: 2100

Okay all you wings gurus out there...I am stuck

I have made the object below. As you can see, lots of similar faces. I have made a texture that covers the area highlighted and I want it to repeat around each column. How do I tell Wings UVmapper to use the same texture multiple times, but with different tex-coords each time? I got it to do it with...
by ClayOgre
Sun Jan 08, 2006 5:54 pm
Forum: Works In Progress
Topic: Dabbling in Darkworld again....
Replies: 8
Views: 3618

That isn't the problem exactly, it is more learning how to mix the diffuse/ambient/specular/etc. stuff and how those characteristics relate to whatever texture is on the surface and so on. And then you start throwing the wild stuff like bump maps, displacement maps, and transparency maps (I don't th...
by ClayOgre
Sun Jan 08, 2006 1:18 pm
Forum: Works In Progress
Topic: Dabbling in Darkworld again....
Replies: 8
Views: 3618

and just fer the heck of it...

I installed Yafray on my Linux box last night and tried it out from wings. Took and hour and a half for the render (I didn't notice, I was sleepin'), mostly because I rendered it in a large size. It didn't turn out too bad, but again all the materials are set to shiny, I really need to learn more ab...
by ClayOgre
Sun Jan 08, 2006 2:29 am
Forum: Works In Progress
Topic: Dabbling in Darkworld again....
Replies: 8
Views: 3618

Thank you. I do try...
by ClayOgre
Sun Jan 08, 2006 12:45 am
Forum: Help: Map Making
Topic: .obj in BZ
Replies: 2
Views: 1184

Blender is notorious for not winding faces correctly. If you go into Blender's UV select mode...same menu you use to choose if you are in object or edit mode, you can see what faces are facing "out". Make sure your object is NOT selected, then shift-right click on the face. It should turn ...
by ClayOgre
Sun Jan 08, 2006 12:41 am
Forum: Help: Map Making
Topic: Dynamic Color question
Replies: 8
Views: 3050

This ties into an idea that I have had, but haven't had a chance to mess with. I was thinking that if you could create a custom texture with a lightning bolt with the colors carefully selected so you don't have a bunch of colors, but maybe just a couple (so it doesn't show except when your dynamic c...
by ClayOgre
Sun Jan 08, 2006 12:33 am
Forum: Help: Map Making
Topic: Lights
Replies: 2
Views: 1148

As far as I know, you can't make light that actually casts shadows, etc. However, you could make a cone shaped object and texture it with semi-transparency to make it look like a light. For realism, you would need a custom texture, a gradient fade from whatever color your light is, to transparency. ...
by ClayOgre
Sun Jan 08, 2006 12:22 am
Forum: Help: Map Making
Topic: Invalid Mesh Face
Replies: 15
Views: 3300

Without going through your code line by line...

Does it say what line the error occured on? That might tell you something. Just guessing, you might have a face specified where all the vertices aren't co-planar.

What is the shape supposed to be of? Did you model this or hand code it?
by ClayOgre
Sat Jan 07, 2006 8:56 pm
Forum: Works In Progress
Topic: Dabbling in Darkworld again....
Replies: 8
Views: 3618

Dabbling in Darkworld again....

After a long hiatus...I am back fiddling with 3d stuff again. Aeons ago, Trepan suggested to me that I should to learn how to do texture mapping. After looking at some tutorials, I had to admit the whole process looked a bit intimidating, so I put the idea on a back burner. This past Christmas, I tr...
by ClayOgre
Thu Sep 29, 2005 5:48 pm
Forum: Help: Map Making
Topic: Any one know...
Replies: 6
Views: 2744

Make a box with the mesh (not meshbox, but an actual mesh) command. Put a teleport inside it so you can teleport in. From the inside, the box does not exist, You can shoot out. from the outside, it looks like a regular box and anybody shooting at you, their shots will bounce off. Another possibility...
by ClayOgre
Thu Sep 29, 2005 12:26 pm
Forum: Works In Progress
Topic: Not much really
Replies: 2
Views: 2320

Well...everybody else pretty much makes standard, garden variety, nice sunny day, out on the grass maps. So I wanted to diverge a bit from the norm. And no, I don't have black hair, black lipstick, assorted small automobile parts pierced thru various portions of my anatomy, etc. Tho I do have a coup...
by ClayOgre
Wed Sep 28, 2005 5:24 pm
Forum: Works In Progress
Topic: Not much really
Replies: 2
Views: 2320

Not much really

The basic design is part of a quilt pattern called Texas Star. I was wondering how it would look if you did a dead black floor and then a texture with a gradient from black to some other color from floor level up on the objects. This is the result. http://img343.imageshack.us/img343/1621/quilt3sv.jp...
by ClayOgre
Mon Aug 22, 2005 11:30 pm
Forum: Works In Progress
Topic: DarkWorld 0.9a
Replies: 21
Views: 10082

hmmmm

I dunno the answer to that one. I did have a heck of a battle with the face windings on that part of the map. Could it be a bug in the version you are using? Is it a final release or a beta version? I haven't downloaded that version yet, been doing other things. Are you running under windows or linu...
by ClayOgre
Mon Aug 15, 2005 1:28 am
Forum: Works In Progress
Topic: DarkWorld
Replies: 5
Views: 4017

yer just now lookin?

You need to check out the 0,9a version posted elsewhere, this is an older version....
by ClayOgre
Wed Jul 27, 2005 11:29 am
Forum: Prefabs and Map Objects
Topic: The Cumulus
Replies: 8
Views: 7987

I too prefer Blender to Wings for several reasons: The model just "looks" better when I am working on it in Blender, and I have yet to be able to find an easy way to "grab" the work plane and rotate the whole thing the way you can in Blender (I know it's possible, but I have to r...
by ClayOgre
Wed Jul 27, 2005 11:15 am
Forum: Works In Progress
Topic: DarkWorld:Xythius' Playground
Replies: 5
Views: 3852

Yup, I followed the little code fragment Meteorite posted. Supposedly it is possible to individually reference individual teleports called in a group statement...at least Trepan has hinted that it is doable. (and no. you can't use names...at least I don't think you can, since if you call the group m...
by ClayOgre
Wed Jul 27, 2005 3:07 am
Forum: Works In Progress
Topic: DarkWorld:Xythius' Playground
Replies: 5
Views: 3852

DarkWorld:Xythius' Playground

I know, I know, haven't finished the first one yet. I was sort of taking a break from it... Anyway, this guy at work who is one of the players on my server had this idea for a map surrounded by teleports, randomly linked. He kept asking me if I would make one like it, so finally one day I did. Then ...
by ClayOgre
Tue Jul 26, 2005 2:35 am
Forum: Prefabs and Map Objects
Topic: My Car!
Replies: 15
Views: 11796

It kinda resembles a cross between one of those funky old Citroen's and a rambler stationwagon...

or maybe the "porche hearse" from "Harold and Maude."
by ClayOgre
Sat Jul 23, 2005 12:14 am
Forum: Help: Map Making
Topic: Meshboxes and Performance issues.
Replies: 12
Views: 4789

So if I understand you correctly, one is actually better off coding something as a single monolithic mesh, rather than doing each individual object as its own mesh and then adding it into a map piece by piece?
by ClayOgre
Fri Jul 22, 2005 9:33 pm
Forum: Help: Map Making
Topic: Meshboxes and Performance issues.
Replies: 12
Views: 4789

one of ClayOgre's long winded and didactic pontifications

Here is code for a box with all the faces except the top set to drivethrough. One interesting feature is that since the bottom of the box is drivethrough, you can actually jump up through it, fall back down and land on the top face. This is LouMan's jump through the floor trick. Since you jump up *i...
by ClayOgre
Fri Jul 22, 2005 12:59 am
Forum: Help: Map Making
Topic: Meshboxes and Performance issues.
Replies: 12
Views: 4789

Why not just make mesh object boxes and code the faces you want to be drivethrough individually and leave the tops of the boxes regular?