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by GPNMilano
Sat Nov 26, 2016 1:01 pm
Forum: Off-Topic Discussion
Topic: Complete History of URU
Replies: 3
Views: 5290

Re: Complete History of URU

Justintime9 wrote:Thanks! That does help.
Justin,

Feel free to email me at GPNMilano@gmail.com. I tend to answer emails quicker than I do forum posts, and will be glad to help you fill in some of the gaps in your article.
by GPNMilano
Tue Nov 22, 2016 1:22 pm
Forum: Off-Topic Discussion
Topic: Downscaled textures in Uru
Replies: 1
Views: 4217

Re: Downscaled textures in Uru

It uses low resolution textures depending on what was set in the material settings in 3ds Max. Its done to reduce size so that if you say have a rock texture for away that the avatar won't ever get close up with, you can a 1024x rock texture but it'll export as a 512x or you can set it even lower if ...
by GPNMilano
Thu Oct 13, 2016 10:38 am
Forum: Off-Topic Discussion
Topic: Thoughts on VR and Uru
Replies: 43
Views: 65407

Re: Thoughts on VR and Uru

Not sure if you ever saw this:

https://www.youtube.com/watch?v=5ACjnBXpfrk
by GPNMilano
Fri Sep 18, 2015 7:20 pm
Forum: Building
Topic: Replacing Textures in PRPTool 0.2
Replies: 5
Views: 4444

Re: Replacing Textures in PRPTool 0.2

Changing out the textures will not really do much to affect the lightning. Kirel for instance has the same textures as the normal hood. The difference in color comes from the vertex colors that are baked onto the meshes at the time of export, not from the textures themselves. You can try and replace ...
by GPNMilano
Wed Aug 05, 2015 3:59 pm
Forum: Building
Topic: Denkasen !
Replies: 32
Views: 33531

Re: Denkasen !


I suspect the best way to do this is to allow the swim region code to connect with the waveset code, but I dread looking at the parts of the engine responsible for this. Still, it could be done (and really needs to be, since ideally people should be using wavesets for most water -- including ...
by GPNMilano
Fri Oct 03, 2014 3:05 pm
Forum: Building
Topic: How to add the GZ beam to a cavern location
Replies: 15
Views: 12557

Re: How to add the GZ beam to a cavern location


Also, I'd suggest, if you want to use a Maintainers Marker, until we figure out the basic layout of the cavern and a system to make the Marker coordinates make sense, use the "broken" setting. That causes the marker coordinates to randomly change.
This is equally problematic. If you're making a ...
by GPNMilano
Fri Oct 03, 2014 11:37 am
Forum: Building
Topic: How to add the GZ beam to a cavern location
Replies: 15
Views: 12557

Re: How to add the GZ beam to a cavern location

Looking at PyPRP, the way to make a fully-functional Maintainer's Marker is to add a dummy at the same location as your lamp with an alcscript property calibration: calibrated (If it's not exporting anything else on it to give it a Coordinate Interface, you'll need to add type: point as well ...
by GPNMilano
Fri Sep 19, 2014 7:21 am
Forum: Deep Island
Topic: Book in museum to 5th pod age
Replies: 6
Views: 5864

Re: Book in museum to 5th pod age

Couple of clarifications to add to Sirius' response.

1. While the fifth pod isn't canonically a museum pod, Todelmer is canonically a museum age. The original linking book and information pamphlet for the age would have a appeared in the museum. So when we added it to DI and the Drizzled ...
by GPNMilano
Wed Aug 27, 2014 6:56 am
Forum: General Discussion
Topic: Infinite ages
Replies: 8
Views: 6691

Re: Infinite ages

Well, Ae'Gura is a big Age and has a ton of vertices, and yet, it still loads relatively fast and could be played on average computer at the time the game was out. I doubt with the current tools someone can make an Age more complex than Ae'Gura, so unless you plan on making a forest Age with high ...
by GPNMilano
Thu Aug 07, 2014 12:59 pm
Forum: Off-Topic Discussion
Topic: Normal mapping: it works !
Replies: 13
Views: 14718

Re: Normal mapping: it works !

Hey everyone, I just found out Plasma can handle normalmapping for real-time lamps ! :shock: :shock:

Remember Todelmer ? Well, the asteroids seen from the pod have normalmapping. And it even works in Complete Chronicles !
Without normalmapping
[img]http://i1156.photobucket.com/albums/p570/J_rius ...

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