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nick.ace

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Posts posted by nick.ace

  1. Sorry for flooding this thread with suggestions...

     

    Support for more file formats:

    -Could ogg be supported? It's way too much data using wav for music.

    -Hopefully other 3D file formats could be imported as well (such as obj), this isn't that necessary though

    -Support for other heighmap file formats. I have no idea why raw is the only format excepted, it's not even a common format. Why can't bmp or png images be used as well?

    • Upvote 1
  2. Well, I mean, it should be easy enough to test it. All you have to do is put the bober trainstation from the Steam Workshop in a map and run the FPS lua script in it and just walk around a little. You'll inevitably be stopped by trying to go through different door frames and as well as the bent metal panels on floor. (Note that this is not the only instance that this occurs, but I've had many problems with stepping over small objects with this model).

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  3. Yes, I think Noshi's suggestion is a must have. I also think that Rastar's is necessary to encourage further growth of the engine (and to take part of Josh's workload off).

     

    I would really like to see some sort of vegetation system soon as well as proper vehicle physics. The lack of these two features really narrow down the number of games one can easily make. Also, I would like the recast commands to be exposed to Lua users as well for us RTS people. :)

  4. Sometimes the character controller appears to not step over very thin objects. For example, when using the bober trainstation from the workshop, the character controller will get stuck on the various debris and even some of the slightly elevated door frames (yet the navmesh generation still points to them as valid paths, as they should be).

  5. Hi SilentBang!

     

    One thing about Lua script that is really beneficial is to look over the examples that come with the engine. I didn't know anything about Lua scripting until I looked at these scripts, and they should start to make sense as you play around with them a little. There are a lot of resources as well on the web since Lua scripting is popular among the modding community as well. Personally, I don't think you would need to buy a book, but if you want that's up to you. It also depends on how much experience you have with programming as well. Plus, the community here is very helpful!

     

    As for making better maps, that's sort of a vague topic. I'm sure there are level design tutorials online as well, but if you are looking to make realistic terrain or something, I would recommend using a heightmap generator.

  6. If I set the view distance of a model in the editor and the model goes out of range, the texture is still in memory right? Is it good practice to release the texture (and possibly the model) from memory at a certain distance (if it goes out of range)?

  7. Is Leadwerks designed to handle a lot of unique textures without significant performance drop? I'm just curious because I trying to decide on whether or not to use a bunch of unique textures in my game to a lot add variety.

     

    Also, how many unique textures are you using if you are working on a game? I'd be interested to know!

     

    Thanks,

    nick.ace

  8. For a project, I was working on one map (map1). Then i created another map within that same project and worked on that (map2). However, when I reloaded map1, the uv coordinates of surfaces that I changed (such as uv scale, and rotations from using the lock texture option) reverted back to what they were when the entities were originally created.

     

    This doesn't occur if I only work on map1 (even if I reload it from inside of Leadwerks).

  9. Does anyone know exactly what the Script:Render() parameters (diffuse, buffer, etc.) are? I'm trying to write some postprocess shaders, but I don't really understand what each of these parameters are and what type each is.

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