If you were to ask fans of the franchise, you'd get a different answer every time, because the truth is there was no "official" answer, as the lore wasn't thought out at the time, so all we could do was speculate based on what came after. This makes it look better without "advanced lighting model" but it doubles polygon-count.So, for nearly 15 years, there were discussions about what the Marker's goal was in the original game, and why it wanted to be returned to Aegis VII. with nearby light sources it looks like its charging up or shielding. "glowing shell" makes it look more metallic. This is the same texture that is used for "shiny" and adding that as a "transparent glowing shell" "glowing shell" simply has the same mesh shape scaled up with a a transparent glow texture on it. Shinyness.environnment should be between 50 and 255 depending on average brightness of the nearby envoronment. Shinyness.glossyness should be between 10 and 40 depending on intensity and distance of nearby light sources. making it brighter makes it reflect more other colors than red. Shinyness should have a bright-red color. "fullbright" still benefits from nearby light due to "shinyness" Bumpmaps always look best with different light colors. "markers" look better with at least one red light source nearby. "non fullbright" and/or "without glowing layer" makes its look more dependant on nearby light sources. "fullbright" looks a bit better on lower and very low graphic settings. especially "shiny intensity and falloff" should be tweaked to fit to its environment. His advanced lighting model looks different depending on mesh-size and learby light and most cliens still have it disabled anyways.Īll images show different settings. Making a marker emit red light makes sense as long as it is not worn as a facelight.Ĭomes with bumpmap and shiny map (shiny mal can also be added as transparent glow layer). (all 3 scales without second glowing layer, which up to doubles land impact.)Īll close-up-images are made with "fullbright" textured "markers" that are not light sources themselves. largest! (meshes can not get larger than 64 meters) nice smooth faces with hard borders (duplicate verteces for better borders)Ģ4 x 26 x 64 meter = 278 land impact. I made many images, at least trying to show all the different lighting settings, faces and texture mapping.Ģ600 triangles. 1 script to loop sound (disabled by default, except for the "box" that contains all this) ![]() 1 script to minimize the physics model to make linked prims count as 0.5 Land impact per prim (which is a bit wasted on meshes and more usefull on non-meshes) 2 sound files (one is just louder than the other) are 6 second seamless loop. 1 "bumpmap" texture of the above "shiny" texture. a high-constrast- overlay for one of the above base-textures) 1 "shiny" texture white glyphs with transparent/black background. 2 base textures, white glyphs on very dark background being seamless,glow,shiny and dark,that resolution is good enough. (based on but improved to convert better with smoother surfaces)Īll textures are full-permission and seamless 256x256. ![]() Join us to enjoy this multi-face mesh with < 278 land impact 2600 triangles.Īll full permission EXCEPT the mesh SHAPE IS NO TRANSFER !ġ mesh shape is copy, modify, NO TRANSFER It is absolutely harmless and totally unrelated to any recent space zombie outbreaks. Garden Lamp that comes with its own infinite power source.
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