I released the ENTIRE Renderware Graphics API, the engine used to make the game, here when I first joined. I have long since lost the files but...
wow that is alot simpler than what I thought they we're doing. Kinda embarrassed I didn't consider that from the beginning.
not the directional shadows the direction of incoming light. in order for normal mapping to work you need a vector the incoming light which you...
here is the QuickBMS code for the arc files. the lub files aren't encrypted they are compiled binaries and I have no idea how to decompile them...
Quick question: Would there happen to be 2 or 3 floats worth of data we have yet to figured out the use of in the terrain-model vertex format? I...
yes but progress is being made so I shall put on my victory hat. which looks suspiciously like a nacho sombrero. ALSO is it me or do I come off...
I get that too why I couldn't tell you I'm not a maxscript expert, or a novice for that matter, but it still should create the PNG texture in the...
yeah I've done that
that was my point
Actually it works better than you might think since Generation uses batch culling instead of BSP(I think, not 100% though). if it was all one mesh...
mr Sun and mr Sky are Daylight system modifier settings. mental ray doesn't recognize VRay lights you have to use regular or...
It's in the Output Section Click Add and it gives you a list of Render Elements. But may I suggest just changing he renderer to mental ray and...
Well the EASIEST way would be to use per vertex normals and the barycentric coordinates as weighting between them that would be accurate and...
adjacency indices would be my guess I don't know if Unity supports that but is how I would do it.
No it's the complete SDK for the graphics API. It includes 3DS Max exporter, I never got it to work though.
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