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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)
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