Jump to content

Marleys Ghost

Members
  • Posts

    2,157
  • Joined

  • Last visited

Everything posted by Marleys Ghost

  1. Marleys Ghost

    Middlewerks

    Not really, can only do what I have already done, push the button, select an option .. select a file and then not get a conversion. I tried all three options for conversion, and different files types but the outcome was the same: Does not work (under batch it will show error in the completed box, under quick convert it will just show a screen with a message about how big textures can take a while, I did leave it for an hour before shutting it off)
  2. Working on two principles K.I.S.S. (keep it simple stupid!) and more for less. 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. Two such areas of research <coff> included Assassins Creed and Fable 2. Although both of these games have a far more complex general NPC population than what I am setting out to create, but the "research" was most enjoyable. First Step: Machine Intelligence "Kinda Almost": Machine Intelligence "Kinda Almost", simply gives an illusion that there is intelligence at work but there is not, sort of like, the lights are on but no ones home. There are several subsets to this group but the obvious one is simple animation. Also this can include proximity reaction behaviour, a posh and complicated way of saying when the player is near, stop what you are doing, and do this instead. But that's as far as interaction goes for those NPC's in this group. This simple ambient NPC type could also use lua scripts, loaded with the level and be left to attend to themselves. For example, just two chaps having a chat: Having a chat is basically all they do, its simple per character animation's controlled by lua scripts. The purple block volume is the walkable area that would be utilised by more "advanced" ambient NPC's, typically those that move about, particularly those that would use Pre-Loaded and Pre Calculated path routes for this particular level. The purple block volumes are simply required by the application I wrote to generate the route node data for the pathfinding tools I created and have demonstrated here. Not that this is a level just something thrown together for testing but I think I should unarchive some of my GMF format models and put together a small town/Village for testing this, rather than another simple "BlocksVille". There are obvious limitations to consider with this approach to the first tier of the Ambient NPC population for a "busy" town/village. The NPC's need animation's, most come with maybe 15 animation's (if you're lucky). My intention is to surmount this by adding animation's to them, primarily Mo-Caps. This will require a little work but will be the bedrock for the construction of this "tier". There are some very good applications on the market for achieving this. For me I prefer Fragmotion, there is also a free alternative that I also use on occasion called Pacemaker. But don't be fooled though, none of these applications will do it all "for you", you will need to skin the mesh to the correct rig for the plethora of free to use Mo-Caps, or indeed ones that can be purchased. It will all depend on budget and or requirement. This is still only a very basic outline for this "packing" stage, it will still require a lot of work but my goal is to get the impact of it at runtime to an almost negligible effect even when including proximity reaction behaviour.
  3. Marleys Ghost

    Middlewerks

    FYI: There are now buttons visible under XP Scene : Will open the editor Material Editor : Has no functionality, just has a window with a screen like one of your images. Texture Converter : Does not work (under batch it will show error in the completed box, under quick convert it will just show a screen with a message about how big textures can take a while, I did leave it for an hour before shutting it off) Model Converter : As far as I can tell works, but I only tried the one model.
  4. So what you're saying is there are known knowns. These are things we know that we know. There are known unknowns. That is to say, there are things that we now know we don’t know. But there are also unknown unknowns. These are things we do not know we don’t know, and its all avoidable if he uses C++ for the editor?
  5. Marleys Ghost

    Middlewerks

    I get a message telling me my SDK is incomplete, and have the same trouble that Vetal is experiencing.
  6. The last one made me dizzy so no need to be sorry lol Looks fantastic Flex, I have been following this for ages and it just keeps getting better.
  7. Nope pretty much the same, but I tend to write my code as I go along and tidy it up later lol If you are loading the scene from an sbx file you created in the editor then "LoadScene("abstract::YOUR_SCENE.sbx");" should load your skybox straight in. Have you got the scripts folder in the root of your project folder? No bother at all Alvaro, but I dont remember ever drinking beer
  8. Hey Alvaro, if your leo\console\vs2008\ folder is empty it shouldn't be .. as far as I know .. I have project.vcproj and project.vcproj.user in my 2.4 install .. have you tried syncing to see if the files get installed as they are missing? Edit:: Just saw your Edit.
  9. Not what I said at all or implied ... as for "if you don't like it, don't buy it" .. thats what I do anyway .. but its always nice to "try it" .. to be able to make that choice ... hence my enquiry .. which was self explanatory.
  10. Who would with no demo, no videos, no description of what the "Beta" is or indeed does? Just wait? for?
  11. So no demo, no videos, no description of what the "Beta" is or indeed does .. but people can pre-order (pay up front for a finished product) and get a key to then test it?
  12. yeah well so you claim ... I will wait for the convoy of trucks carrying the sodium chloride shipment that I'd need to take with your claim of 2ns (originally 0.2 ns funny how facts and figures seem very fluid in your Ideologies) ... But at least we now agree doing loop 2 on its own is quicker.
  13. You are funny Mika ... you do realise that 0.0000001 ms is 0.1 Nanoseconds, 0.1 one billionth of a second .. and ignoring your claim of a 20 fps increase in a "loop" that was not actually included in the topic, and your figures for how faster your code runs and does things, your own maths show its quicker to just do loop 2 than to do loop 1 + loop 2 + loop 3 or will you now tell me that 0.0000001 ms + 5 sec + 0.0000001 ms is less than 5 sec?
  14. . The point is simply just using Loadscene is quicker than using Loadscene plus 2x loop de loops ... which you said was quicker. Obviously its not.
  15. Yes ... you do which makes nearly all of the other waffle moot. Like I said I will stick to just using Loadscene() and not the 3x loop de loop you seem to enjoy which includes Loadscene() ... and you claim is faster than just using Loadscene().. Is this another Ideological moment?
  16. lmao I need to stay realistic?? if it only loaded 0.0001ms faster?? why do you never use realistic hypothetical scenarios? Mika your doing the same thing 3x basically .. you make claims it fixes certain things .. that's the reality here.
  17. Faster to load Mika ... has to be .. than doing the same thing 2 or 3 times over ... No gamelibs like your claim about successful commercial linux apps ...
  18. This might be of help Mumbles: http://www.leadwerks.com/forum/viewtopic.php?f=3&t=5957&hilit=oildrum+.phy
  19. Think I will stick with just Loadscene() .... faster
  20. So you load the .sbx as per usual with Loadscene() and then you reprocess it with your own ProcessScene()?
  21. So what handles the terrain and veg layers?
  22. So gameLib actually loads the SBX twice?
  23. So it handles the veg layers and iterates through the .sbx loading the entities in?
×
×
  • Create New...