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One of the best seperators between real cars and toy cars, is in my experience the shaders. I've spent quite some time with BMW, where we needed to hit the exact glossyness, reflection and feeling of one of their chrome textures. Without it, the car looked like a small plastic toy, but once it got on, the whole imagry changed, and the car turned into a ...


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Technically, the design is owned by the company as well. Now, depending on how realistic the game is or how many details you can see about the care, it might not matter at all. What is important is not to use any distinctive symbols that appear on the car, or any actual names. There are many games that make cars that only look like the original ones, but ...


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I am guessing that you mean that the pipes' insides are invisible. This is because backfaces are culled on polygons. It is usually disabled either by turning off backface culling, or just duplicate the polygons with reversed winding order (or scaling them by -1). For Cryengine, specifically I don't know how would you disable backface culling (in DirectX you ...


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Please say for what are this variables? public NewPlayer player; public List<NewPlayer> players = new List<NewPlayer>(); And why are you drawing both player an players, but not only players? If I only got the player variable, it draw everything fine, but if I add one player at the list, it doesnt draw any player. Is there anything ...


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Why not Zoidberg both? Make a big 3D model of your map. Then, cut it into pieces. The size of the pieces doesn't matter all that much, but it'll be an inverse relationship between memory and speed. The bigger your "chunks" are, the more memory it will take, but the less often you'll have to load new ones. It's the opposite for small chunks. In the code ...


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You're already using bone transforms. I suggest you read up on bone animation in blender. You can create a chain of bones that represent arms, holding the bat, and animating that in blender. Then just export the model, including the animations, and you can use the bone animation you made yourself. Download blender and follow this tutorial: ...


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So you start off with a base mesh. Maybe a few. It might be split up into multiple portions (eg, the shoulder mesh, the neck mesh, the head mesh.) Each section might have a variety of "options" (eg. elf, male, female, etc.), alternatives that can be swapped out into the same position. You can think of it much like a seamless texture. As long as all the edges ...


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You will need to normalize the rotation matrix to remove its scale. This can be done by normalizing all 3 rows of the transform basis matrix. new btMatrix3x3( transform.getBasis().getRow(0).normalize() , transform.getBasis().getRow(1).normalize() , transform.getBasis().getRow(2).normalize() ); or new btMatrix3x3( transform.getBasis()[0].normalize() ...



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