Pierre DragoFire Hay's Forum Posts
| Thread | Post | Date Posted |
|---|---|---|
| SCIFI Mining Transporter Ship | very nice looking/... read more | 12/01/2015 (7:16 pm) |
| what do weapon models need to work ingame? | might also be worth while looking at the old [url=http://www.advancedmod.com/Tribes2/tutorials/index... read more | 09/22/2015 (5:47 pm) |
| what do weapon models need to work ingame? | To change the behavior of a weapon, look at the image's state block. This is the state block used fo... read more | 09/22/2015 (5:40 pm) |
| what do weapon models need to work ingame? | [url=http://www.garagegames.com/community/resources/view/9230]there this[/url] it's a bit old, and a... read more | 09/22/2015 (5:10 pm) |
| what do weapon models need to work ingame? | basically yes... read more | 09/03/2015 (1:14 pm) |
| what do weapon models need to work ingame? | Use the default character as you base. You could use the Soldier or Alien Weapon Art packs, as they ... read more | 09/01/2015 (4:58 pm) |
| what do weapon models need to work ingame? | The trick is to make sure you scale things correctly. It may pay to import into your 3d editor a ... read more | 08/29/2015 (4:28 pm) |
| what do weapon models need to work ingame? | Not a problem Are ... read more | 08/29/2015 (4:26 pm) |
| what do weapon models need to work ingame? | Go to [url]http://www.codesampler.com/torque.htm[/url] there's a section on weapons. There is ano... read more | 08/28/2015 (3:30 pm) |
| Super Game Asset - August Release | nice set of products, love to see more people doing this for the community... read more | 08/25/2015 (4:27 pm) |
| question on particles | @Henry that what I thought too, but for some reason found it not to be the case, it only works on th... read more | 08/01/2015 (6:23 pm) |
| T3D Compile Issue no sln file in projects | did anyone sort this .sln issue? I've look through a few other topics on this and none state it's... read more | 07/22/2015 (4:03 pm) |
| question on particles | @Ivan is it possible to have the emitter using 3d models as particles? I'm trying to get a true b... read more | 06/18/2015 (1:17 pm) |
| question on particles | They appear to be billboards, but I wonder if 3 billboards could be fixed together to form an 3d eff... read more | 06/17/2015 (6:20 pm) |
| DSQ anims for vehicles ? | did you ever figure this out? ... read more | 05/24/2015 (6:48 pm) |
| Question on weapons and turrets | Thanks Nathan for that, I thought it was possible too. But for the life of me I've not been able to ... read more | 05/05/2015 (3:12 pm) |
| Question on weapons and turrets | it's more vehicles I'm looking at. I know you can do one turret, and can a selection of missile/bomb... read more | 05/04/2015 (6:12 pm) |
| Unreal Engine -- FREE | @ Dwarf King no it was a good break-down of the whole topic. well said! :)... read more | 03/08/2015 (11:37 pm) |
| Unreal Engine -- FREE | Personally I'm sticking with GarageGames, as they have never hidden things from us and have supporte... read more | 03/08/2015 (2:25 pm) |
| Unreal Engine -- FREE | @ Dwarf King Yes $100,000.00 is a nice high revenue point to meet before royalties are put in pla... read more | 03/08/2015 (2:23 pm) |
| Unreal Engine -- FREE | Has anyone read the fine print yet? Not going to far in, I found the following: [quote] The 5% ... read more | 03/08/2015 (2:08 pm) |
| Physically Based Rendering | @Andrew looks good. Jumped miles ahead from he last time I saw whtat you guys were doing. I have ... read more | 10/29/2014 (3:03 pm) |
| Physically Based Rendering | have rewritten topic header... read more | 07/15/2014 (1:49 am) |
| Deferred Shading | @Andrew, Sorry wasn't meaning to. :)... read more | 07/13/2014 (4:53 pm) |
| Deferred Shading | @Felix My guess it will be for power, not roughness. Cook-Torrance Shader model changes power to ... read more | 07/13/2014 (3:59 pm) |
| Deferred Shading | @Azaezel thanks for that! :)... read more | 07/12/2014 (11:31 pm) |
| Deferred Shading | Which method are you guys working with? Are you using Deferred Shading with Multisampling Anti-al... read more | 07/12/2014 (9:59 pm) |
| Physically Based Rendering | @Azaezel I'll try, will depend on my current workload and weather. If this is up into action it'l... read more | 07/12/2014 (9:42 pm) |
| Deferred Shading | Something that maybe of use; [url=http://www.bth.se/fou/cuppsats.nsf/all/b47571d36899aeafc125773b... read more | 07/12/2014 (9:29 pm) |
| Deferred Shading | @Azaezl @Timmy @Andrew Do you guys have access to the ShaderX7 Book? [url=http://www.amazon.... read more | 07/12/2014 (9:16 pm) |
| DSSDO as a replacement for SSAO | I'm trying to get my head around this. Isn't this the same as Ubiq Visuals SSAO Shader Kit with D... read more | 07/12/2014 (8:51 pm) |
| Physically Based Rendering | [url=http://www.garagegames.com/community/blogs/view/22764]Material Experiments, No fancy Shaders, J... read more | 07/12/2014 (8:43 pm) |
| Physically Based Rendering | links relating to Cook-Torrance: [url=http://renderman.pixar.com/view/cook-torrance-shader]writin... read more | 07/12/2014 (7:38 pm) |
| Physically Based Rendering | code continued; [code] collection shadingcomponent result { access output display hidden para... read more | 07/12/2014 (6:24 pm) |
| Physically Based Rendering | Pixar RenderMan [url=http://renderman.pixar.com/view/writing-a-brdf-template]BRDF template[/url] sam... read more | 07/12/2014 (6:23 pm) |
| Physically Based Rendering | @Anders, From what I've read lately a number of engines have started if not ready working with Co... read more | 07/12/2014 (4:39 am) |
| Physically Based Rendering | [b] Model Parameters[/b] Material appearance is determined by the [i]diffuse reflectance[/i], the... read more | 07/11/2014 (6:06 pm) |
| Physically Based Rendering | Another good page on Cook-Torrance is at [url=http://renderman.pixar.com/view/cook-torrance-shader]p... read more | 07/11/2014 (5:16 pm) |
| Physically Based Rendering | [b]Review Cook-Torrance:[/b] The Cook-Torrance shader model, developed rigorously from the theory... read more | 07/11/2014 (4:59 pm) |
| Physically Based Rendering | [b]Review Blinn-Phong:[/b] One of the earliest and most ubiquitous shading models is due to Bui-T... read more | 07/11/2014 (4:31 pm) |
| Physically Based Rendering | @Azaezel From what I understand from shaderx7 [b]cook-torrence[/b] is the better method, [b]blin... read more | 07/11/2014 (4:56 am) |
| Physically Based Rendering | Been advised by a couple of PBR developers to look at those articles: - LEADR mapping, an extens... read more | 07/10/2014 (10:04 pm) |
| Physically Based Rendering | @Azaezel Nice work. This might help, [url=http://graphicrants.blogspot.ca/2013/08/specular-brd... read more | 07/09/2014 (5:56 pm) |
| Physically Based Rendering | another one to add to [url=http://www.altdev.co/2011/08/23/shader-code-for-physically-based-lighting... read more | 07/09/2014 (5:42 pm) |
| Physically Based Rendering | Just happen to come across [url=http://www.altdev.co/2011/08/23/shader-code-for-physically-based-lig... read more | 07/09/2014 (5:21 pm) |
| Physically Based Rendering | @Azaezel Interesting what else did they recommended? ... read more | 07/09/2014 (5:17 pm) |
| Physically Based Rendering | To get the most benefit from physically -based shaders, the basics game engine requirements are: ... read more | 07/09/2014 (5:15 pm) |
| Physically Based Rendering | For those you happen to have purchased Houdini through GarageGames back when it was release may not ... read more | 07/09/2014 (4:50 pm) |
| Physically Based Rendering | [url=https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit]PHYSICALLY... read more | 07/09/2014 (4:06 pm) |
| Physically Based Rendering | Just came across an interesting page relating to shader for PBR. [url=http://www.sidefx.com/docs/... read more | 07/09/2014 (2:02 pm) |