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Marleys Ghost

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Posts posted by Marleys Ghost

  1. this scenes as they are static ; no characters and bones animations, animation states or character advanced AI and sensors : so you save lot of GPU/CPU power for static models display and effects indeed.

     

    Have you ever actually played any of the X series?

  2. In fact this should be the rule for new comers and beginners :

     

    Learn lua ... Learn the API ... then write this stuff ... Simples.

     

    I passed the all the night re-learning Lua and how it works digging what i could understand in Goblin,player,camera code

     

     

    A whole night? Well in that case you will never ever have to ask how to do something in lua or Leadwerks ever again ....

  3. LE3 will just need concrete working Lua examples for different stuff. Actually only darkness game provide stuff.

    You want some 3rd shooter, there is no bullet move/collision code and simple shooting AI for NPC, we could need some super simple Gears of War example code indeed in Lua.

    And other style of game code should be helpfull.

    Actually, is make all yourself, caus LE3 is programmer centric mainly.

     

     

    Learn lua ... Learn the API ... then write this stuff ... Simples.

  4. What I do with tree[d] is create very large leaves and fewer of them and apply the branch texture.

     

    To create branches I create a tree in tree[d] and render it out as a branch.

     

    Precisely, you can drop your own textures into the texture folder (also plenty of free branch textures on the web) and then using Cross Vert/Horiz Geometry and not individual leaves to get good results with a low poly count.

     

     

    post-12-0-68380800-1375107017_thumb.jpg

    • Upvote 1
  5. Tree(d) is good for trunck and branches only. It's useless for real time games because it generate polygons for each leaves of the tree.

     

    Well, tree[d] will "generate polygons for each leaves of the tree", unless you turn that default off and enable either Cross Vert/Horiz Geometry (or both) in the "branch" settings.

  6. 2 days before the start of the tournament a theme is announced. Your game has to be build with this theme in your mind.

    Announce it 2 weeks before also, if 2 days before the theme you don't like you finally dont' participate.

     

    I should imagine if you don't "like" the theme 2 days before the commencement of the tournament you won't like it 2 weeks before either. Sounds more like you want two extra weeks to see if you can create something and if not announce you wont be entering.

  7. The way I always do this for models with subgroups is:

     

    post-12-0-29718500-1364717074.jpg

     

    Right click on groups and make sure Autoselect is ticked then when you click on a subgroup it will select all the faces (this should also happen when selecting a material), then simply right click in the UV Editor window, select delete, this removes the faces, then delete the subgroup as its now empty and if it had its own unshared texture delete that too in materials (just to keep things tidy and prevent loading textures not needed). When you have it how you want it just save that as a seperate new file, don't over write the original .. and make sure you have the original backed up, backups are good.

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