Light portals are a method of reducing noise, which, as you already noted, is new in 2.75.
Light portals help to remove noise by guiding rays from the environment through the opening where a portal is positioned. Because of the fact that they are designed for openings, they are most useful for a...
There wheren't any good answers, so I felt the need to provide one
I have an OBJ file that has two meshes mapped to two different texture files. After cropping the meshes in Blender, I realized that most of the original image portions in the texture jpegs are not being used.
Hence I want to combine two textures into a single texture and export the meshes into ...
Here's a example I made a long time ago using the same techniques.
https://www.youtube.com/watch?v=Krn7CrYg4h8
This can be done easily with some render layer trickery.
Start out by putting both of your scenes on two separate layers, and align everything so that in your first scene, the opening...
It's not that it's out of date, it's that there aren't any visual aids
I was trying to think up a way to have light from one scene spill into the other through the portal. Should be possible, but I forgot about it before figuring it out..
I have been adding some improvements to it. sadly the jeep that GCF and RotO are implementing isn't as good...
that shows the missile HUD
I also added more camera views, including one mouse-controlled one where you can orbit (but not below the ground) and zoom in and out (but not too far in either direction)
@someonewithpc, @NoviceInDisguise and @RayMairlot : I do not think deleting this was the best course of action. I would of just flagged it, and then let a mod convert to a comment.
PS @someonewithpc if you are not going to answer the 10kth question I will.
Often times to control parts of the game that are kinda background or sidework, we add empties. Invisible empties can be used for playing sounds, loading levels, spawning bad-guys, or running pythn scripts.
Create an empty that will run your script if it doesn't need to be on a specific object ...