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wyzard360 // User SearchLarge object supportMay 16, 2000, 2:53am
That would be nice because you could have whole buildings load at the same
time instead of coming in piece by piece Animated ObjectsJun 5, 2000, 3:22am
Objects that could use seq files to move, would be useful for things like
flags, water, etc. The seq to use could be specified in the model. TS AnimationJun 19, 2000, 11:22pm
I would like to see support for Truespace animation sequences without having
to conver to the seq format. I wish they'd do away with the limit on how many people can come intoJun 28, 2000, 10:45pm
Or better yet just have one flat rate and give everyone an aw sized world,
lol. Priv PasswordsJun 29, 2000, 8:58pm
I think tourists should be able to use citizen priviledge passwords.
Priv PasswordsJun 29, 2000, 9:20pm
Actually, I mostly want this so I can build in peace with nobody knowing
it's me, lol. Bump Map SupportJul 1, 2000, 7:57pm
Wasn't planning on explaining since Roland would know, but here it goes. A
bump map is a picture that creates bumps on models. You know how regular texture maps are used to create transparency. A bump map is the same type of file, but instead of changing transparency, it changes the way the light shows on the object creating the illusion of depth, the picture below is just a plain sphere, but it has a bump map on it, so it looks like it's more than a sphere. It has no texture on it, just a plain white sphere with a bump map. begin 666 bump.jpg M_]C_X `02D9)1 at `!`0```0`!``#_VP!#``$!`0$!`0$!`0$!`0$!`0$!`0$! M`0$!`0$!`0$!`0$!`0$!`0$!`0$!`0$!`0$!`0$!`0$!`0$!`0$!`0$!`0'_ MVP!#`0$!`0$!`0$!`0$!`0$!`0$!`0$!`0$!`0$!`0$!`0$!`0$!`0$!`0$! M`0$!`0$!`0$!`0$!`0$!`0$!`0$!`0'_P `1" #(`2P#`2(``A$!`Q$!_\0` M'P```04!`0$!`0$```````````$"`P0%! at <("0H+_\0`M1 `` at $#`P($`P4% M! 0```%]`0(#``01!1(A,4$&$U%A!R)Q%#*!D:$((T*QP152T? 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They allow you to create much more complex objects without increasing the
vert/poly count. Bump Map SupportJul 2, 2000, 5:27pm
With bump maps all lighting settings apply, like the amount of ambient,
diffuse, etc. The shadows on the bump map also change as you rotate the object, just as it would if it were made of polygons instead of a bump map. You "could" do this by making a texture, but it would take a lot of work and who wants to go through all that trouble when renderware should be able to do it. Also, bump maps work on textured objects too, so it's not just an embossed version of the texture, if it was they would always be grey, couldn't use them on a textured object. Seqs for objectsJul 6, 2000, 4:27am
Being able to use seqs on regular objects, not just avs, would be one of the
best additions aw could add. I don't see why this wasn't a feature right from the beginning, what's the sense in not having it? When people use astarts and stuff the animations are jerky and take up too much space, and most of the time require multiple objects. I seriously doubt it would be very hard to implement this feature since avs already use seqs. One little code could be added to the object file like seq whatever. Seqs for objectsJul 6, 2000, 6:23pm
Yes they would have to be multi clumped. But all of those one clump objects
weren't made with the intention of animating them anyway so if someone was gonna make one animated, they would make it with multiple clumps in the first place. Seqs for objectsJul 6, 2000, 6:24pm
*Unless* someone wanted to make a whole model move instead of just parts,
then it wouldn't have to be multi-clumped. Seqs for objectsJul 6, 2000, 6:26pm
Dunno, I guess the tag "seq whatever" would mean loop infinitely, and "seq
whatever 1" could mean play once, etc. And of course there would be a corresponding "create seq whatever" for use in the browser, lol. Seqs for objectsJul 7, 2000, 1:37am
But I use truespace to do mine, lol, but, whether it be seqs or skeletal
animation, aw should still support animation for objects instead of just avs. Seqs for objectsJul 7, 2000, 8:27pm
Why would I want to do that when all you have to do to see what I'm replying
to is go up one message in the string? Seqs for objectsJul 8, 2000, 7:11pm
First of all, I'm not a newbie, and second, if you don't know what a message
is about it obviously isn't meant for you. If you don't like the way I post messages, don't read them! texturemipmapstate RWX command improvementOct 13, 2000, 10:28pm
No, that's bilinear filtering, when the texture blurs as you get close.
Mipmapping reduces the complexity of the texture as you get farther away. [View Quote] Ultra Realistic WorldOct 14, 2000, 1:34am
Yeah it would cause framerate problems, I don't think myst and riven are
realtime renderings like aw. I believe they are pre made images (2d) for each position, made with some 3d program, and not an actual 3d environment. [View Quote] smell support neededOct 29, 2000, 9:37pm
banning/ejectionsNov 1, 2000, 11:24pm
Which is why there should be an option of whether you ban by cit number or
ip. [View Quote] 1) If you ban one tourist by the number "0", you end up blocking all the tourists. 2) There are a few rare people with multiple citizen accounts. They can just log in to the second account (and if needed, get a new IP) and invade the world again. banning/ejectionsNov 12, 2000, 7:33pm
Yeah but they can still get back in if you eject them with their ip just by
reconnecting to the net. [View Quote] SnapshotFeb 26, 2001, 10:07pm
AW should have a feature that will make a very high quality rendering of the
screen to save as a jpg. SnapshotFeb 27, 2001, 1:41am
Ok maybe I should make myself more clear, aw should render it the same way
the other 3d programs do, if aw could do that on its own you wouldn't need to have it read in another 3d program. [View Quote] SnapshotFeb 28, 2001, 1:13am
I know how to take sceenshots, I just mean something to make a high quality
rendering, something like truespace or max would produce. [View Quote] I'm sure that this has been asked.....Aug 3, 2001, 3:55pm
The "skeletal thing" john viper was talking about, and the "vertex movement"
your talking about are the same thing. [View Quote] |