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Josh

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Posts posted by Josh

  1. He is a little short, but I scale him up to be about 1.8 meters tall.

     

    These scales aren't designed to be precised real-world measurements, but rather large power-of-two numbers that line up on the grid easily. It makes the life of the map designer much easier because you don't have to do a lot of small adjustments.

  2. Just throwing some ideas down. Something like this would be lot of fun:

    function Plugin:Start()

    local widget

     

    --Identify what kind of plugin it is

    self.type = Plugin.HeightmapGenerator

     

    --Create info table

    self.info={}

    info.name="Josh's fractal noise generator"

    info.author="Leadwerks Software"

    info.company="Leadwerks Software"

    info.url="www.leadwerks.com"

     

    --Create UI table

    self.ui={}

     

    --Add a widget to the UI table

    widget = {}

    table.insert(self.ui,widget)

    widget.type = Widget.Spinner

    widget.name = "Noise"

    widget.range = {1,100}

     

    --Add another widget to the UI table

    widget = {}

    table.insert(self.ui,widget)

    widget.type = Widget.Dropdown

    widget.name = "Mode"

    widget.options = {"Normal","Advanced","Extreme"}

     

    end

     

    function Plugin:Run(buffer,heightmap)

    local noise = self.ui[1].value

    local mode = self.ui[2].value

     

    --Fractal stuff goes here--

     

    end

    • Upvote 4
  3. Here are some common measurements we are using:

    • Stair steps should be 0.25m tall and 0.375m deep, with a width of at least 1.5m.
    • Doorways should be 2.5m tall by 1.5m wide.
    • Thin walls should be 0.25m thick.
    • Thick walls should be 0.5m thick.

    • Upvote 1
  4. How do you modify a prefab and have all instances be affected? If I drag in a prefab to the scene and modify something it tells me it'll break the fact that it's a prefab.

    Go to File > Open and choose .*.pfb for the file extension. Prefabs files are really just .map files with a different extension.

     

    It would be real nice if a prefab was created and edited like a world as mentioned they are basically a world anyway. For example you can open up or save as a prefab in the world editor, or a separate editor window, make your changes and then save. This would eliminate the need for a base model in the level too.

    Wow, documentation fail. That's exactly how it works.

    • Upvote 1
  5. They're both the same in terms of computational efficiency, but if you use a prefab you only have to set up physics and stuff once, and you can always modify that single prefab and all instances of it will be updated.

     

    So really the map designer should always be drawing from the "Prefabs" folder. The person designing the props should be preparing them as prefabs for final use.

    • Upvote 2
  6. This is an advanced topic that isn't well documented. The interpreter class has analogs for most Lua commands, and ToLua++ can be used to generate your own binding code for Lua. In the future I hope to have more built-in tools to support this.

  7. Don't you anticipate that when you release and announce the full, paid version that people will want to first try a current, working trial version to test it? There are 385 backers who didn't pledge enough to receive the engine plus whoever else your announcement will draw. Seems to me you'd lose some potential customers if you don't have a trial ready at launch.

    I prefer not to delay it.
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