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Mark Bufton

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About Mark Bufton

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  • Birthday 05/19/1987

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    Wales, UK

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  1. @Deltakosh only gets 100 emails a day from adoring female fans? Blimey old chap, you're slacking!!! I get at least 500 a day from Russian women who are apparently desperate to meet up with me 😙 heck, even some who are distant relatives and can send me a whole heap of cash for a small investment 🤑 haha
  2. There isn't a shortcut option that I'm aware of to physically render the lights. As @trevordev says, you would have to create a mesh/meshes manually to represent the light source. The Highlight Layer is an excellent addition to this. With regards to user interactions, the built in Action Manager can provide you with the functions you need. It has a whole host of options to choose from; from simple on/off switching and interpolation to the execution of custom code. It's proven invaluable to me so far. Another thing worth checking out could be the Animations Manager. It's similar to t
  3. You're absolutely welcome. I've been determined to help someone at least 😀 It depends largely on the size of the game files, number of meshes, vertices etc. You'd probably find that this method will work with very little, if any, impact on the game's performance, fps rate etc compared to swapping out the textures. You are quite correct. I created two meshes, rather than the one; the eyeball and the iris (for which I set the alpha to true). This means that the transparent parts of the material image become transparent on the mesh. The white eyeball then doubles as the highlights and
  4. OK, been doing some playing tonight as "the wife" let me have the night off haha. I copied your image into GIMP (basically like photoshop, but without the hole in my wallet). I made the highlights transparent (could have done this with the pupil too if I fancied more coding), increased contrast etc and used it on an iris only mesh. This means you can change the colour of the iris without affecting the colour of the white areas. I'll include the edited eyeball image though you need to be aware I didn't exactly spend a lot of time on it, so it's rough around the edges, but it works for a
  5. I see what you mean. If I remember correctly (and I may be mistaken) you can change the color of a decal texture. I'll do some playing now and see if I can help. UPDATE: OK, that doesn't seem to work so that's that idea out of the question. I must confess, I'd be tempted to use something like sprites. A single image with multiple eyes and use code to pick and mix which ones to use. Does your material include the whites of the eyes or are these transparent on your images? Another option I can think of is to make all the white areas transparent on the texture image and that should
  6. I use a similar thing to limit the positions of drag drop meshes (called within the onPointerMove) with a limit function function limit(mesh,xMin,xMax,yMin,yMax,zMin,zMax){ if (mesh.position.x < xMin){ mesh.position.x = xMin; } //Repeat for all arguments } With a little tweaking to refer to the camera and rotations and calling it in the registerBeforeRender, I'm sure you'd be able to limit the camera's rotation to anything you like.
  7. Just a thought, would it be helpful to use greyscale for the iris itself and change the diffuse/albedo as suggested above, then apply standard decals to the eyes for the whites/reflections and the pupil.
  8. Why dispose of the previous texture in the function? I ask purely for my own education. Is this for performance reasons? Normally, I just declare a whole bunch of separate materials and manually assign, use a function or even the animations/assets managers to assign them to the mesh(es).
  9. I've managed to create a simple fix using mirrors rather than reflections. Seems that so far I can get away with it, considering the window shapes not being too far off a rectangle. I created a window() function to combine 2 plane meshes, change their colour to black and visibility to 0.25. Then add mirror textures to each. Doesn't seem too bad at the moment, but might be a pain later haha. The results are much more convincing, but limited to plane or ground meshes. Shouldn't pose a problem if I can be creative with their design/placement. Still playing with probes though.
  10. Thanks :-) I shall have a nice play later and let you know how I get on. Think I'm on the right track, especially with the ghost camera range. The cube texture is correct but the scale is out. Will be great fun to experiment. Hope you had a good Christmas :-)
  11. Hi guys, I'm working on my train windows and want to add reflections. I've added reflection probes to each window and used the attachToMesh(myWindow) method which works fine in that I get reflections, however, the resulting texture won't take into account the scene cameras distance from the window mesh. The result is a huge unrealistic reflection that is out of proportion (particularly with meshes closer to the window mesh). Is there a way to rectify this? Perhaps to move the reflections POV/ghost camera, to match the range and oppose the POV of the scene camera? Perhaps I'm just mis
  12. Hi guys, Rather a technical question I'm afraid and one that I do have a functional solution to, but wanted to take the opportunity to learn something new. I'm attempting to create the deck of a ship (the Titanic) from blueprints, using a curve3 object to create the outline of the decks (eventually using it to create path points for a polygon mesh/extruded shape, but simply used as line paths for the time being). This works perfectly fine, of course, as the deck plans are completely flat - using the X and Z co-ordinates (in my case) of the curve3 I can match the outline of the decks
  13. Should work. Can't see why not. I'll try it now
  14. Can't believe that I have finally got it working. It didn't help that in my limit function call for the hornImp, I'd accidentally passed the minZ and maxZ arguments in the wrong order. The result was that the imp would move backwards, but not forwards. So, learned a valuable lesson in the process ;-)
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