Post topics regarding Level Building/Design and Entity Usage with Reality Factory
darksmaster923
Posts: 1857 Joined: Wed Jan 03, 2007 10:32 pm
Location: Huntington Beach, California, USA
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by darksmaster923 » Sun Aug 05, 2007 9:09 pm
O Stealing my ideas nao eh scottß
Herp derp.
scott
Posts: 1151 Joined: Tue Jul 05, 2005 1:59 am
Location: United Kingdom
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by scott » Mon Aug 06, 2007 12:41 pm
i use google for everything and i dont remember you putting up the google link, and as its google i trust it and would probably be the most complete translater on the net.
*GD*
paradoxnj
RF2 Dev Team
Posts: 1328 Joined: Wed Mar 01, 2006 7:37 pm
Location: Brick, NJ
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by paradoxnj » Mon Aug 06, 2007 1:28 pm
Guys....RFEditPro uses a software based renderer. In order to fix the performance issues, someone needs to convert the software based renderer to OpenGL, DirectX or the Genesis Engine itself. I would prefer the 3rd option as this would provide you with a semi-WYSIWYG editor.
zany_001
Posts: 1047 Joined: Fri Mar 02, 2007 8:36 am
Location: Aotearoa
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by zany_001 » Mon Aug 06, 2007 8:49 pm
are you offering?
Once I was sad, and I stopped being sad and was awesome instead.
True story.
paradoxnj
RF2 Dev Team
Posts: 1328 Joined: Wed Mar 01, 2006 7:37 pm
Location: Brick, NJ
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by paradoxnj » Mon Aug 06, 2007 11:41 pm
That is a huge undertaking. I wish I had the time, but I'm busy adding shader support to Jet3D along with scripted materials and CEGUI support.
QuestOfDreams
Site Admin
Posts: 1520 Joined: Sun Jul 03, 2005 11:12 pm
Location: Austria
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by QuestOfDreams » Tue Aug 07, 2007 9:28 am
I've started to code a totally new editor just a few weeks ago, because we will need a more advanced one for the dx9 update anyway. It will use wxWidgets for the GUI and OpenGL for rendering.
darksmaster923
Posts: 1857 Joined: Wed Jan 03, 2007 10:32 pm
Location: Huntington Beach, California, USA
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by darksmaster923 » Tue Aug 07, 2007 9:13 pm
kewl! yay! and what if rf had shaders
its probably not possible tho
Herp derp.
firelord
Posts: 90 Joined: Sat Jun 16, 2007 12:47 am
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by firelord » Tue Aug 07, 2007 10:35 pm
quest of dreams how is the update going im keen to able to use some of the advantages with this update.
Im sure everyone else can not wait for this update with better graphics etc.
zany_001
Posts: 1047 Joined: Fri Mar 02, 2007 8:36 am
Location: Aotearoa
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by zany_001 » Wed Aug 08, 2007 1:07 am
normal mapping,bump mapping,gourad shading,and probably flat shading r the shaders rf supports that i know of.
Once I was sad, and I stopped being sad and was awesome instead.
True story.
darksmaster923
Posts: 1857 Joined: Wed Jan 03, 2007 10:32 pm
Location: Huntington Beach, California, USA
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by darksmaster923 » Wed Aug 08, 2007 10:04 am
does normal mapping and bump mapping COUNT as shaders?
Herp derp.
paradoxnj
RF2 Dev Team
Posts: 1328 Joined: Wed Mar 01, 2006 7:37 pm
Location: Brick, NJ
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by paradoxnj » Wed Aug 08, 2007 1:19 pm
Yes. They can be done using shaders or the fixed function pipeline. That is they way those effects are implemented nowadays.
Trougedoor122
Posts: 224 Joined: Wed Aug 08, 2007 5:59 am
Location: Michigan, USA
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by Trougedoor122 » Fri Aug 10, 2007 5:06 am
I would suggest you add a level change and then make a new level. when you're done, merge them together.