CompuServe Thread

#Filtered .sxp's

5 messages in this thread
#72553From: MARTIN G FOSTERDec 19, 1993 11:14 PM
Marine boy! (aka G) Hi, I hope everything is well and that you having a relaxing holiday season. I have a couple of questions and if you've already answered them, then please forgive me. It's just premature senility setting in <g>. 1) Is there a way of using filtering on check.sxp or dots.sxp to avoid the jaggies? We'd like to use them in the hush-hush, top-secret game I'm working on. If not, is anything coming up in the new IPAS3 era, that might help out our plight? 2) Is it possibly to do tiling in combination with box-mapping, without physically just creating a larger, tiled map manually? TIA. Mr Fishter
#72563From: Yost GroupDec 19, 1993 11:46 PM
(must be the same senility that's been going around here, too) 1) The sxp has to know about doing filtering itself. (like stucco.sxp does in R3). Old non-filtering sxp's won't be filterable. But if you've got to do checks, use the chk.bxp instead of check.sxp… it gets filtered beautifully because it goes through the bitmap filtering code! 2) It sure is possible to do tiling with box-mapping… just reduce the scale of the material's map in the mapping parameters dialog. – G
#72589From: MARTIN G FOSTERDec 20, 1993 12:39 AM
Gary, aw gosh, how embarrassing….senile at the age of 30 :* No senility in SF tonight though! Totally brilliant! You've thought of everything. Now I now what that pesky UV scale thing is really for <g>. Sure be nice if someone could take it upon themselves to make the old .sxp's filtering-aware too.
#72920From: Mike White SunDog Pro.Dec 22, 1993 6:20 AM
Hi this is Mike White from SunDog Productions we have a routine for sale that may help its called trihex.sxp . We didnt in clude it in the sundog.exe on asoft lib 9 it come out very smooth and you can choose three colors this is the first sxp that I know of that can do three colors if interested you can contact me (714)-839-2384 we also have a new planet marble granite and agate which are very photo realistic the planet can do continental drift and you can animate the texture around the planet and tou dont have to rotate the object just the texture so then in rendering time is faster be cause the object dos'nt have to be transformed and our marble granite and agate have 75 predefined stones everything from lapis to rhodochrosite which I defined my self they are very photo realistic textures this package will containe all five of these textures and *.mli for predefined textures and were working on more everyday so well have somthing new everyday a new one created the other day dose bubbles and its a *.sxp dose even bubbles in bubbles really net well thanks for you time Mike White SunDog Productions.
#72954From: MARTIN G FOSTERDec 22, 1993 11:28 AM
Mike, sounds like you are working on come cool stuff. I'll give you a ring soon. Sounds like you are also in my area, judging by your area code (714). I'm in Laguna Hills, near Laguna Beach, although much of my work has been in West LA this year. I was wondering if it is possibly to have an .sxp that takes any bit map you create and use it for a procedurally mapped material. I've been after something like this for a long time. It avoids the problem of 3ds not having a true surface conforming mapping method, other than face-mapping which is kind of limited. Thanks for your time.