Difference between revisions of "Visible When Distant Tutorial"
Jump to navigation
Jump to search
Forum post and video are no longer in existence.
imported>UDUN m |
imported>Bruneauinfo (Forum post and video are no longer in existence.) |
||
Line 3: | Line 3: | ||
Written by [[User:Eddwills|eddwills]] 19:30, 21 May 2006 (EDT) | Written by [[User:Eddwills|eddwills]] 19:30, 21 May 2006 (EDT) | ||
[[Image:VisibleWhenDistantCheckbox.jpg|thumb|right|"Visible When Distant" checkbox]]Many of you will have seen this checkbox, checked it, but found it to be completely useless, because when you walk away from whatever it is in the game, you can clearly see that it is not at all visible. I made this tutorial after reading | [[Image:VisibleWhenDistantCheckbox.jpg|thumb|right|"Visible When Distant" checkbox]]Many of you will have seen this checkbox, checked it, but found it to be completely useless, because when you walk away from whatever it is in the game, you can clearly see that it is not at all visible. I made this tutorial after reading a forum post and seeing an online video - neither of which exist any longer. It's more of an explanation than a tutorial, but nevermind. | ||
The good thing about the gamebryo engine that Oblivion uses is that it does a lot of things automatically. For example, when texturing a mesh, you do not have to apply normal maps and glow maps to it. Instead, you have your default texture called MyTexture.dds, and then you place a normal map called MyTexture_n.dds and the game will automatically use it as a normal map for whatever uses MyTexture.dds. | The good thing about the gamebryo engine that Oblivion uses is that it does a lot of things automatically. For example, when texturing a mesh, you do not have to apply normal maps and glow maps to it. Instead, you have your default texture called MyTexture.dds, and then you place a normal map called MyTexture_n.dds and the game will automatically use it as a normal map for whatever uses MyTexture.dds. |