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Author Topic: Starting with 3DRAD "PLAYING ON A MINIATURE MODEL", need help with shadows :D  (Read 3526 times)

« Reply #15 on: August 08, 2010, 02:02:05 AM »
Very nice work :)
Looking forward to see more.
« Reply #16 on: August 08, 2010, 02:52:49 AM »
hey loop, I can't understand very well the script of 3drad so I can't  add your script, i need to study more  XD

oh  :D
ok,

add a Script object and replace its content with the script I posted.
add a ValuePrint object.
select the script and link it to the Car and the ValuePrint, in that order!

that's all.
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« Reply #17 on: August 08, 2010, 10:53:34 AM »
hey loop, I can't understand very well the script of 3drad so I can't  add your script, i need to study more  XD

oh  :D
ok,

add a Script object and replace its content with the script I posted.
add a ValuePrint object.
select the script and link it to the Car and the ValuePrint, in that order!

that's all.

Ok thanks, for the help man



Daniel Cremers, I make the shadows of the windmill exporting the geometry as "windmilll_shadow.x"  according to the tutorial, and I move it with the spin vector
« Reply #18 on: August 11, 2010, 10:45:23 PM »
little update :D
« Reply #19 on: August 19, 2010, 07:40:19 PM »
I use tmix to add shadows to my model, the problem is that the model have some glitches when the camera move, and only look perfect when the camera is not moving, so, in game is reeeaaalllyyy weird

here some examples




is there any solution for this?

the another problem is that i want to have the model mesh shadow, only for the cars, so i make a new model, not visible casting shadows, and the track with the ticket of "no shadows" but when I do this, the model turn very weird, some times black"

can some one help me here :D

« Reply #20 on: August 20, 2010, 07:02:39 AM »
Please try using two SkinMesh objects instead of the tmix method. This will give you more control on the render mode for the shadowmap part (including, if necessary, a custom written shader), and get a perfect rendering.
« Reply #21 on: August 22, 2010, 06:39:19 AM »
You can also try to "Bake" the shadow map onto the original texture in your 2D editor;)
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« Reply #22 on: August 22, 2010, 04:38:21 PM »
thanks for all guys,  I choose to use a second mesh as shadow map.

« Reply #23 on: August 24, 2010, 02:48:15 PM »
wow amazing track
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« Reply #24 on: September 12, 2010, 01:37:04 PM »
Any progress with lightmapping? Because I'm very curious about it now! Keep up the great work!
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« Reply #25 on: September 12, 2010, 02:44:01 PM »
verrrry niiice...

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« Reply #26 on: September 15, 2010, 10:35:38 PM »
Any progress with lightmapping? Because I'm very curious about it now! Keep up the great work!


sorry guys, I have too much work and no many time to continue with this, but that don't mean that the proyect is cancel, I continue working on it but slowly :D

some news.

-- I still don't like too much the track, so I always changing it.
-- and well, I have some improvements with the lightmaps, but only some minor test in 3drad. nothing good to show.

but I take some screenshot of my work in 3dsmax with the track

the lights are not final, and are only the viewport lights, but this help me a loot to have more ideas and changes.


sorry my English is not so good XD



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