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 Post subject: Re: DEXSOFT: Leadwerks support! - NEW ERA :)
PostPosted: Sun Nov 22, 2009 11:04 am 
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Joined: Sat May 23, 2009 9:41 pm
Posts: 49
Are max and photoshop files included in these packages?


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 Post subject: Re: DEXSOFT: Leadwerks support! - NEW ERA :)
PostPosted: Sun Nov 22, 2009 11:07 am 

Joined: Fri Mar 20, 2009 8:53 am
Posts: 43
On each page we wrote formats and texture file formats. Max is included in some packs but not in all. Psd is not included. We have TGAs and PNGs instead

Dear Friends,
we published new model pack - Sci-Fi Turrets model pack

Image

33 models! (11 unique + LOD stages) with textures in tga format, ready to use in your 3D work.
All tanks have up to 3 LOD stages included!
Separate meshes (objects) for easy animating!
Color, spec, normal maps included!

Leadwerks format is comming soon :)


More details on
WWW.DEXSOFT-GAMES.COM


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 Post subject: Re: DEXSOFT: Leadwerks support! - NEW ERA :)
PostPosted: Sun Nov 22, 2009 2:49 pm 

Joined: Sat Aug 16, 2008 3:11 pm
Posts: 240
Qbound wrote:
If i get them better converted we can exchange those packages. i have all of the emails from dexsoft to show that i bought them :)
cu
Oliver


I think it is just a matter of adding "cullface=0" to some materials.



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 Post subject: Re: DEXSOFT: Leadwerks support! - NEW ERA :)
PostPosted: Sun Nov 22, 2009 4:35 pm 

Joined: Mon Jul 27, 2009 6:01 pm
Posts: 8
Hi Gardowyr,

many thanks for the tipp... it was the depthtest and not the cullface but the hint to the matrial was absolutly right :)
here is a screen:
Image

and for all others around here... here is my matrial file
texture0   ="abstract::stone_2.dds"
texture1   ="abstract::stone_2N.dds"
clamp0      =0,0,0
clamp1      =0,0,0
blend      =0
depthmask   =1
depthtest   =1
overlay      =0
zsort      =0
cullface   =1
castshadows   =1
specular   =1.00000000
bumpscale   =1.00000000
gloss      =0.500000000
shader      ="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap.frag"
shadowshader   ="abstract::mesh_shadow.vert"


cu
Oliver



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