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Posts posted by Richard Simpson
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Looks great NA.
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I tried this in my game but it seems a bit much in this case. It really drowns out the textures.
Try adding an ambient light with a lowish intensity, this stops the drowning out for me. I also noticed you have 2 directional lights? Wouldn't that cause this drowning out issue too?
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I have a similar floor texture in my level. xD
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Can't we have two things at same time ? bones + shader ?
Yeah, but if you have bones in the model, you need a skin shader in the material file.
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That's TF2, that's for babies. L4D is serious stuff.
Agreed!
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Cool!
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I did try this, but it's still not colliding I removed the "positionentity level1,vec3(0,-2,0)" and then added in the line you posted. I added that line in here...
'--------Create physics bodies-------- playerbody:TBody = createbodybox() positionentity(playerbody,vec3(0,5,0)) setbodymass playerbody,1 EntityParent player,playerbody entitytype playerbody,1 entitytype level1,1 collisions 1,1,True
The created body does drop down, but it just wont collide with the level.
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Would this work? I noticed you don't have "True" in your collisions line.
Collisions(1, 3, 3,True)
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This is a total stab in the dark, as I am only learning to code, but have you tried to compile without "SuperStrict" ?
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I'm playing around with blitzmax again and doing the tutorials. I'm stuck with collisions now though as I am trying to use my own mesh with a PHY file. I want a box created with code to collide with my sbx scene I have loaded. Here is the code: (I have left in the lines where I have tried to use my level variable to create collision)
'Load the leadwerks game engine framework Framework leadwerks.engine 'Specify the app title AppTitle$ = "Test App" 'Create a graphics window Graphics 1280,900 'Register the abstract path registerabstractpath AppDir 'Create world with error message if world fails to load If Not CreateWorld() RuntimeError "Failed to load the world." 'Create a camera and position it camera:Tcamera = CreateCamera() PositionEntity camera,vec3(0,2,-6) RotateEntity camera,vec3(0,-30,0) 'Create a light, position and rotate it sun:TLight = CreateDirectionalLight() PositionEntity sun,vec3(2,2,-2) RotateEntity sun,vec3(45,45,0) 'Create the player player:TMesh = CreateCube() EntityParent camera,player 'Load level 1 level1 = LoadScene("abstract::level1.sbx") positionentity level1,vec3(0,-2,0) '--------Create physics bodies-------- playerbody:TBody = createbodybox() setbodymass playerbody,1 EntityParent player,playerbody entitytype playerbody,1 entitytype level1,1 collisions 1,1,True 'Create a buffer buffer:TBuffer = CreateBuffer(1280,900,BUFFER_COLOR0|BUFFER_DEPTH|BUFFER_NORMAL) 'Debug lights and physics debuglights(0) debugphysics(1) 'Main loop While Not KeyHit(KEY_ESCAPE) 'Move the player left and right If KeyDown(KEY_A) moveentity player,vec3(-0.06,0,0) If KeyDown(KEY_D) moveentity player,vec3(0.06,0,0) 'Zoom camera in and out, reset camera position If KeyHit(KEY_NUM1) moveentity camera,vec3(0,0,1) If KeyHit(KEY_NUM2) moveentity camera,vec3(0,0,-1) If KeyHit(KEY_NUM0) positionentity camera,vec3(0,0,-6) 'Update, render and flip the world updateworld() setbuffer buffer renderworld() setbuffer backbuffer() renderlights(buffer) Flip Wend
Thanks!
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I have errors with camstudio recording videos of things other than LE sometimes Have you tried recording with fraps?
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I'm going to give this a shot. Started work on mine already! I hope I don't hit the programming wall though.
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I've been trying to learn xcode using tutorials on youtube. But nothing seems to be sticking... Does anyone know of any good xcode tutorial sites or books that they have used and would recommend for a complete beginner like myself? Thanks!
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Yes, it working in editor Nothing needs to turn on. You try to decrace ambient light, and it's effect much vissible on rounded surfaces.
Oooh, Thanks.
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Does this work in the editor? Do I need to turn anything on? It just looks the same to me.
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Take one of the OBJ files, and open phygen, then load the OBJ file and create a convex hull with this. Make sure you give the phy file the same name as your GMF model. I have never tried this with an animated mesh so not sure if it will work.
Suggestion: Use an OBJ file where the zombie position isn't the "T" shape. This will allow the zombie to get closer to walls.
I hope this works.
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Yeah, UU3D is well worth the $49.95 investment! I have the SE version and use it with leadwerks all the time now. You can buy it from here http://www.unwrap3d.com/u3d/index.aspx
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Aaah the Z4! I'm going to save up for one of these!
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I know un-triangulated meshes have this issue sometimes, Is your mesh triangulated?
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Nice find Infinit!
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lol!
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Nice work both of you Very impressive.
In answer to you comment Richard regarding the terrain editor, although it is awesome the fact that it's based on height maps means it can't do overhangs or arches etc. Looks like Sculptris could be really useful for modelling that sort of feature and used to embellish the Leadwerks terrains!
Ah yeah, that's a good point!
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Ah cool, I struggle with the programming also. Even though sculptris is useful for sculpting terrains, I wouldn't use it for that, because Leadwerks has an awesome terrain editor! Post a pic of your octopus once its all painted please, I would like to see it!
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Yeah, but the specular is there to bring more contract in the color range. You should also darken the ambient a lot that it doesn't look so flat.
In real even a matte rusty oildrum has a greate color spectrum, which can be only achieved with HDR+SSAO+specular+dark ambient:
http://1.bp.blogspot.com/-6pWTuEIVdUQ/TgAPO2oBV5I/AAAAAAAAAEs/7T0_NfZEn9o/s1600/IMG_2833.JPG
That is still nowhere near as shiny as the old LE one though.
..user interface shots from my new game..
in Showcase
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That's a great looking UI.