http://puu.sh/4m7AF.png
Nagi = me.
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http://puu.sh/4m7AF.png
Nagi = me.
About this problem how can i fix it(?)
I used Opacity but my when my character is in front i can see through it.
show some pics
here's my character m then i rotated the camera:http://puu.sh/4mEEk
So i can see through it.http://puu.sh/4mEDr
So how can i fix this (?).http://puu.sh/4mEF9http://puu.sh/4mELW
Really looks cool.. Im gonna practice that too :D
Is that a .png textures?
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For Professionals HellSniper/Wucas and Anju/trunksx and others.. Can you share you little textures for us? Seriously we need it. :D Thanks..
I dont have any textures on this comp right now; If I don't make my textures, I usually rip them from games like TERA or RaiderZ.
As for trunksx's question, simply add "<USEALPHATEST/>" to your material in your maps XML.
Example.
This is not caused by the usage of PNG, but yet a problem deciding which material should be used on top when the scene is loaded. This does not, however, mean you should use PNG. Using PNG places extra stress on the engine, causing a spike in RAM, CPU and GPU usage due to compression. Use TGA or DDS (preferably DDS), they are loaded directly into the GPU and never even touch the CPU.Code:<MATERIAL name="txa_dg_dung01_gate">
<DIFFUSE>0.5880000 0.5880000 0.5880000</DIFFUSE>
<AMBIENT>0.5880000 0.5880000 0.5880000</AMBIENT>
<SPECULAR>0.9000000 0.9000000 0.9000000</SPECULAR>
<DIFFUSEMAP>txa_dg_dung01_gate.dds</DIFFUSEMAP>
<TWOSIDED/>
<USEOPACITY/>
<USEALPHATEST/>
</MATERIAL>
Ohh thanks you enlighten me. By the way I have Questions again. :D
How do I Put textures like Mansion or Maiet Maps. Look at my picture its plain textures only I want to put textures like High_Haven. For short How can I put textures on my wall without putting so much brushes? Am I right? Like GTKraidant if I will put some textures I need to make Brushes then put together.
http://i40.tinypic.com/23t0emd.jpg
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http://i41.tinypic.com/ji24ip.jpg
Usually you will not have multi-material objects, but it is supported. Instead of making boxes, I would simply make planes and place the texture you want on there.
As for how to use multi materials, UV map the object, and while you are still inside the element, apply the materials to the selected faces. I have a tutorial on basic UV mapping, you can use the same concept on map making.
http://forum.ragezone.com/f497/wucas...i-part-894729/
Note*: A face cannot have multiple textures on it. You must add faces if you are to use multiple textures.
Why is it its a blender? -_-" Do you have 3dmax tut for that?
Sorry for double posting .... I dont have Real space (.RS) I wanna save my work.
http://i40.tinypic.com/oj0cgh.jpg
Sorry for double post.
I have a Question again. About this link of wucas http://forum.ragezone.com/f497/basic...-basic-869559/
http://i42.tinypic.com/2ywzihh.jpg
Means you're missing the .dle file: http://wucas.org/upload/res/rsbspexp.dle
Wucas' topic: http://forum.ragezone.com/f245/mesh-...ax-x86-831780/
I got some error. (Then I dont have .RS on my Save as)
http://i44.tinypic.com/30mlklv.jpg
http://i39.tinypic.com/vobrrq.jpg
Did you also place the mcplug plugin?
Rsbspexp & mcplug work and interact with eachother.
Uv mapping is universal.
The only difference is the hotkeys.
Go learn 3ds max some.
@ Everyone, go solve your problems yourself first.
Dont just run here and want to get spoonfed by me and wucas.
some guide how to use smoke.xml and how to add in 3d max.
Thanks you.
Look at mansion or any fire object and use your brain to figure out how it works.
Besides it having being explained once before around here how the core mechanic behind fire works ...
Anyways, smoke, like most other things, are dummys that have additional information in the user defined object properties.
Don't be a dick Nagi.
Instead of adding a dummy like Hellsniper said, I would simply edit XMLs personally. To add it in you would first add DUMMY's to your RS.xml. Example:Then you will create the smoke xml file (smoke.xml).Code:<DUMMY name="smk_st_01">
<POSITION>590.4176025 -72.6968231 62.7235985</POSITION>
<DIRECTION>0.0000000 -0.5000001 0.8660253</DIRECTION>
</DUMMY>
<DUMMY name="smk_st_02">
<POSITION>191.1392975 -72.6968231 154.2745361</POSITION>
<DIRECTION>0.0000000 -0.7071066 -0.7071068</DIRECTION>
</DUMMY>
<DUMMY name="smk_st_03">
<POSITION>-209.0900879 -72.6968231 18.0695171</POSITION>
<DIRECTION>0.0000000 -0.5000001 0.8660253</DIRECTION>
</DUMMY>
<DUMMY name="smk_st_04">
<POSITION>417.0073547 0.0000000 472.3074951</POSITION>
<DIRECTION>0.0000000 0.0000000 0.9999999</DIRECTION>
</DUMMY>
Example:No ELU needs to be added to the map's folder, simply add these XML edits and it will display correctly seeing it is an effect, not an asset.Code:<?xml version="1.0" encoding="UTF-8"?>
<XML>
<SMOKE NAME="smk_st_01.elu" DIRECTION="90" POWER="100.0" DELAY="50" SIZE="20.0" LIFE="0.699" TOGGLEMINTIME="3.0"> </SMOKE>
<SMOKE NAME="smk_st_02.elu" DIRECTION="90" POWER="100.0" DELAY="50" SIZE="10.0" LIFE="0.800" TOGGLEMINTIME="5.0"> </SMOKE>
<SMOKE NAME="smk_st_03.elu" DIRECTION="90" POWER="100.0" DELAY="50" SIZE="30.0" LIFE="0.699" TOGGLEMINTIME="4.0"> </SMOKE>
<SMOKE NAME="smk_st_04.elu" DIRECTION="90" POWER="100.0" DELAY="100" SIZE="20.0" LIFE="1.0" TOGGLEMINTIME="0.0"> </SMOKE>
</XML>
Sorry I don't see what you are pointing at.