>> 1) Using fog in scenes. Where I have to put this code?
Add this code in your "scene.ini" file.
It will add blue fog to your scene.
Code:
scene scene1
{
create_scene = true;
render
{
fog_enable = true;
fog_color = (128,255,255,255);
fog_min = 15.0;
fog_max = 40.0;
}
}
>> 2) Is it possible to use vertex color to blend textures/shaders?
Yes that is possible. In maya add a white color set to your mesh. Then apply a separate color for each vertex.
Make sure all vertices have a color.
>> 3) Do the vertex color supports modes other than multiply?
No, only multiply to the shader color.
>> 4) Does the decay rate work in light sources?
No, no decay is used for light sources. Lighting is pretty simple in this regard.
>> 5) Is there any settings for ambient occlusion? (radius, falloff, intensity)
No, again it is a very basic ambient-occlusion algorithm.
Only setting is disabling ambient-occlusion for a scene like this:
Code:
scene scene1
{
create_scene = true;
render
{
ambient_buffer_width = 0;
}
}
>> 6) How to use animated textures? (sequence, sprite sheet)
This is not possible.
>> 7) Does the engine support Directional Lightmaps or Radiosity normal map?
You can use Maya to create lightmaps for a scene.
You will however need to uvmap the scene yourself to make sure it does not overlap.
By using multiple textures you can add texturing (multiply) to these lightmap texture(s)
>> 8) Do you have any color correction tools? (LUT, curves, levels, etc)
No
>> 9) Is it possible to mix normal maps in shader? For example, normal map with UV 0-1 and a tileable normal map.
Only 1 heightmap (or bump or normal map) can be used.
>> 10) How to use GRASS and SKIN_FUR shaders?
GRASS is very graphics intensive. Here is some code for the body.ini:
Code:
shader "AA_body"
{
shader_type = SKIN_FUR;
norm_offset = 0.007;
layers = 7;
fur_type = 1;
color_map = "scenes/textures/character6/body_fur_png.dds";
color_map2 = "scenes/textures/cloth/cloth_fur2_png.dds";
bump_map = "";
reflection_map = "";
color_repeat2 = (25,25);
color_wrap_u2 = true;
color_wrap_v2 = true;
}
shader "AA_face"
{
shader_type = SKIN_FUR;
norm_offset = 0.007;
layers = 7;
fur_type = 1;
color_map = "scenes/textures/character6/body_fur_png.dds";
color_map2 = "scenes/textures/cloth/cloth_fur2_png.dds";
bump_map = "";
reflection_map = "";
color_repeat2 = (25,25);
color_wrap_u2 = true;
color_wrap_v2 = true;
morph_depth = 6;
}
shader "AA_genitals"
{
color_w_type = SPEC;
shader_type = SKIN2;
color_map = "scenes/textures/character6/body_fur_png.dds";
bump_map = "scenes/textures/cloth/solidb.jpg";
blend_mode = ADD;
blend_mode_par = (0.075,0.5,0,0);
}
>> 11) Filemaker supports encryption of the pack. How to share it without sharing the key? I mean "read only" pack.
Encryption was added, but all packs are now open to make modding possible.
Making a read-only pack is therefore not possible.
The models themselves however are more or less encrypted.
A lot of the issues/questions you addressed/asked are build into the new engine, but it will take some time before that is released.