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Almost a week now .....

Well, its been almost a week since the release of 2.3 and although I have been working away at it there is still so much new functionality I have not had a chance to fully explore yet. I decided the best approach would be to go back to basics, so to speak. Investigate how the new lua scripting and other features would cross over to C++ and Framewerk, this is still on going for me, and I am mixing that aspect in with getting to grips with the new functions in the editor. All in all I am impressed

Marleys Ghost

Marleys Ghost

MAGIA .. Monday ... and a little bit.

Just a little update, I have managed only to grab a few hours here and there to spend on this since last Monday, and its now looking like it will not be until thursday when I can get into it like I did last monday. So heres a quick low quality video of how it stands at the moment.   Have a good week all.   I hope to get V0.02 uploaded by the end of the week.       Showcase Page   Source

Marleys Ghost

Marleys Ghost

Crytek planning to release UDK-like version of CryEngine 3

Last April, I blogged about the news that Crytek might be releasing a free version of the CryEngine, much in the same way that Epic did with UDK and the Unreal 3 engine and also Unity licensing the indie version of their engine as free. Well, it seems that this will happen with CryEngine 3.   According to Crytek co-founder Anvi Yerli, "The barriers for entry will be very low, and perhaps [it will be distributed] for free." Details and a release date for this CryEngine 3 Lite SDK have yet to be

Marleys Ghost

Marleys Ghost

The Way Forward ... Making Blitzmax Trax ...

Following on from "On The Right Path, A* Pathfinding In Leadwerks" I thought before I archive the code, I'd have a little "dabble" with a basic function to get an NPC reading the path data and then following it to the "target" I had a couple of ideas on how to do this but as time for playing in leadwerks was running out I opted for a basic idea.   1. Target Position Selected 2. Path from NPC to selection calculated. 3. Path transfered to a temp storage array for that particular NPC 4. An NP

Marleys Ghost

Marleys Ghost

Ambient NPC population ... a continuation of an idea.

Last September I mused about the concept of what I call Ambient NPC populations, I spent a lot of time researching (read playing) certain games that have what I call an ambient NPC population. This is specifically those NPC's that reside in the background and generally have no real or very limited interaction with the player, but may have some limited interaction with each other or the surroundings.   I felt a new approach would be needed to sort through what was and was not required to achiev

Marleys Ghost

Marleys Ghost

Weather or not

Well nothing much to report, that does not mean nothing much has been going though   I have decided that as and when I make an emitter for a specific purpose, I will now create its own editor entity to save time by not having to create the exact same settings over and over. Also not every setting available needs to be adjusted so I will now re-write the properties to reflect what they effect and remove the ones not requiring adjusting for a particular effect and simply hard code them into th

Marleys Ghost

Marleys Ghost

Finally

Well, after much testing I have decided on an actual 3D modelling app to use in my workflow. I already have Blender, and while there are some very skilled users of this on the forum (Niosop and afecelis spring to mind and their tutorials are definitely worth checking out), I still find its user interface awkward and clumsy. So I demo'd a few different ones that would not break the bank. In the end I decided on AC3D. I find it simple to use and has enough features for what I wanted it for. 3DWS i

Marleys Ghost

Marleys Ghost

A* Pathfinding MapData Generator.

To prevent non Leadwerks Engine specific entries from my Blog being automatically published here via the Blog Feed, I have removed that functionality, and will simply add a new entry title and link here for all Leadwerks Engine specific entries.     Leadwerks Specific Blog Entry.     A* Pathfinding MapData Generator.

Marleys Ghost

Marleys Ghost

Scale to the chief

With the basic texture workflow pretty much sorted for the modular level design (see here), I have turned my attention to getting a scale I am happy with. When this is done then after each section is modelled and then UV mapped it should be just a simple case of converting to .gmf format (famous last words). Scaling seems to be an issue that crops up across all the engines I use. But truthfully it matters not what others scale to, but that the relative scaling used in a scene is consistent for a

Marleys Ghost

Marleys Ghost

I'll Take What's Behind Door Number 3

Time is proving to be a most scarce commodity at the moment. So having a few hours spare I set myself some tasks and as usual did something completely different I started work on a room and ended up on a new 90 degree section, corridor doorway section (with separate reusable door frame / doors and simple placeholder keypad switch box all to need textures), a few WIP scripts for the doors and some hashed together sound FX for them to and a short corridor "Door Plug" section to allow the standard

Marleys Ghost

Marleys Ghost

S.T.A.L.K.E.R.: Shadow of Chernobyl....

Josh reported Christmas eve that There was a crazy sale on Steam and if you hadn't played STALKER, you could get it for $10.. well I had replaced my damaged copy only two days before that via steam .. and had cost me a whopping £1.39 ($2.22).. well if the $10 (£6.99) was still too steep a price for you, get over to steam now as its now only £2.00 ($3.24).. http://store.steampowered.com/app/4500/       Ignore the date on this entry it was posted today (Jan 3rd 2010) but the Blog date syst

Marleys Ghost

Marleys Ghost

A superb addition

The new Indoor Lighting Optimization is truly a fine addition to the Engine. It has taken a little while to get into the habit of automatically setting the lights to Dynamic, Dynamic + Static, Static or Dynamic + Static + Buffered, as well as the needed setting for the objects in the scene. Objects that would normally always be static I have, for the time being, simply added an ini file to set them to static automatically. This will later be set via their scripts but for now it suffices.  

Marleys Ghost

Marleys Ghost

Terrain Holes Test in Blitzmax

I was informed yesterday that the terrain hole functionality was working in Blitzmax, so I did a quick half hour test. This is a feature I find very attractive for level design. The ground cover (small bushes and ferns) is just place holder art, and all the foliage was just "slapped" in for effect. The concept is a simple, hole in the ground which gives access to (eventually) a large underground modular bunker system. A simple hole cover/access/room model was knocked up in 5 mins in 3DWS. The te

Marleys Ghost

Marleys Ghost

Textures

I recently asked one of my nieces who is currently doing media and photography courses at college to keep an eye open for some "Gnarly Wood" textures. She emailed with a few images she had remembered to take. I spent an hour or two playing with them and quickly knocked up a place holder model in 3DWS to try out the two textures I had made from the images:           I then placed the model in an island scene I had built to test post processing effects using an application I have written

Marleys Ghost

Marleys Ghost

The Elder Scrolls V: Skyrim - Official Trailer

"We're pleased to share the first ever in-game trailer for The Elder Scrolls V: Skyrim, the next installment in The Elder Scrolls series from award-winning creators of The Elder Scrolls IV: Oblivion and Fallout 3, Bethesda Game Studios. "     You might find you need to log into Youtube to view the trailer for age verification.   It seems Skyrim will be released world-wide on 11.11.11 on the Xbox 360, PlayStation 3 and PC ... so something to look forward to at the end of the year other

Marleys Ghost

Marleys Ghost

Leadwerks Editor 2.3 for those Monday blues ...

Well that was a nice surprise, having resigned myself to the fact that even though it was the 23rd today, the time difference between myself and Pacific time meant I would have to wait until 8pm tonight to upgrade to 2.3   But on awaking I found Josh had already sent the emails for upgrading .. Having today off means I can now spend it in its entirity "playing" ..   Leadwerks Editor 2.3, New forum, Blogs, gallery, file storage, customizable profiles, videos...   Who needs Christmas?

Marleys Ghost

Marleys Ghost

Scene Patrol v1.00

Test of an application written in C++ using Leadwerks Engine for testing scenes created in Leadwerks Sandbox.     Source

Marleys Ghost

Marleys Ghost

5 Hours !!!!

5 Hours ago I started "playing" with the road feature in the new editor .. 5 hours ago !!! no, not because there is a problem its just been way so much fun if you recall the video Josh did of this function, let me say its way more fun driving than being the passenger, but that aside this feature is simply great, and will suit a project I have in mind down to a tee. Took a while to figure out a few things I was doing wrong but the end results have been exactly what I was after. Top marks for th

Marleys Ghost

Marleys Ghost

Happy New Year!!

Nothing much to report at the moment, still tinkering with some ideas, but thought I would take this opportunity to wish everyone, a happy, safe and rewarding new year.   Happy New Year Everyone.

Marleys Ghost

Marleys Ghost

Leadwerks Engine 2.3

Well it is finally here, pre orders are being taken and due for release Monday, 23rd Nov. (23rd? 2.3?)...         Source

Marleys Ghost

Marleys Ghost

Test of concepts in Leadwerks Engine using C++

This is basically a test of concepts in Leadwerks Engine using C++ after a few weeks of using it (and even less time coding in C++). Using mainly information learned from the online tutorials and help from the community on the Leadwerks forum.     Source

Marleys Ghost

Marleys Ghost

Veggie Shadow Test

With the recent update (2.28) I decided to test out the ability now to have vegetation layers cast shadows, it certainly adds a great deal of depth.     Source

Marleys Ghost

Marleys Ghost

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