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Posts posted by Scott Richmond
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Constructive Critizism:
1. Your textures are intentionally basic, so I would pay much more attention to the detail of them. The lines should be sharp and fitting. This kind of style can be completely ruined by stretched and/or skued textures.
2. See if you can implement the glow shader with the textures to add a subtle glow from each line (Read: Tweak it to be very sutble!).
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fw.Free() works does it not?
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You might want to look at the way you're calling it. Framework is instantiated and therefore calling Framework::Free() is likely trying to free a non-existant instance of Framework. Try calling framework.free() instead (Or whatever you called your Framework instance).
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Hi guys,
Currently working on a project that focuses around a 3D isometric grid-based environment whereby one mines out rock to build a city/base (Think Dungeon Keeper 2). I want to modernise things a bit and move away from the age old replace block with destroyed and animated dust and rubble approach. I'm trying to perform some research into the topic and what methods are out there to build upon. So far I've had little success, especially in regards to the Newton engine. I've seen the dynamic slicing of models to induce dynamic destruction, but I'm not convinced that is the best way to go yet.
I'll definitely keep looking and I've got a few ideas I'd like to prototype, but I'm also looking for any resources or ideas that any of you could impart to speed up the process.
Thank you.
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Its interesting to note that John Carmacks' new game RAGE imploys the same methodology of using oct-tree searches and indexing to allow for unlimited detail in textures.
I have no doubt what we're seeing is real and effective, but I think there is a LOOONG way to go yet. No one has even begun thinking about how animation, physics, and storage costs for all that data is going to play out. I don't think we'll see anything but abstract demo's for a few years yet before a complete engine gets up and running.
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I think Niosop has hit the nail on the head. Networking FTW.
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Sure do.
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But why a limit anyway? That seems utterly stupid.
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Thanks but no cigar. I'm pretty sure its just not loading the light at all.
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Theres a limit to how many people can use the chat?
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Thanks for taking the time to check this out Lumooja. FYI - The lighting works fine in-editor.
Model { path="light_directional.gmf" position=0.000000000,1.00000000,0.000000000 rotation=45.0000000,34.9999924,3.12794646e-006 scale=1.00000000,1.00000000,0.999999940 id=211208536 "aligntoground"="0" "class"="Model" "collisiontype"="0" "damping"="0.000000000,0.000000000" "friction"="0.000000000,0.000000000" "gravity"="0" "intensity"="1.0000000000000000" "linearoffset"="0.310000002,0.400000006,0.699999988" "mass"="0.00000000000000000" "name"="light_directional_1" "order"="0" "range"="500.00000000000000" "reloadafterscript"="1" "resolution"="2" "shadowdistance"="6.00000000,20.0000000,100.000000" }
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Ah fantastic. Thanks Lumooja. The Windmill now works fine. But still no lighting. I've even integrated the LuaTools function of yours from this post: http://leadwerks.com/werkspace/index.php?/topic/431-2-3-sync/page__view__findpost__p__5053
Sort of running out of ideas. Right now I'm doign a force update of the SDK and will see how that goes.
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The windmill uses the old Lua script and as far as I know is no longer in the SDK DL.
Really? Why? Not that it matters, the lua script is sitting in the model folder in my project folder. So all should be well.
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Ok, well I've set that up now for use in LEO/Framework:
lua.Create(); int luaSize = lua.GetTop(); lua.PushObject(framework); lua.SetGlobal("fw"); if( luaSize - lua.GetTop() ) lua.Pop( lua.GetTop() - luaSize );
Still no luck. Incidently the windwill no longer animates or emits sound anymore. There has got to be something much more simple wrong here. Ideas?
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Maybe the people chatting dont want it visible to all ?
..its a public chatroom.
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All I'm pointing out there is that people really seem to like the little sudo-chat window on the home page - Except thats the status update function. Its the wrong use. *shrugs* I jsut thought it'd be a better way to communicate between each other.
For example - Remove the recent status updates window and see if you can replace it with a live log of the chat and present a button for people to push - "Join chat".
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Next to the downloads tab...
hah. Indeed there is! Well there we go. Maybe we can get that on the front page too? *shrugs*
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Doesn't this line do the same thing?
SetGlobalObject ("fw", framework);
Also, where's the documentation on this?
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There is a chat page.
There is?
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I'm a bit annoyed at myself for not being able to work this out, but why is it that the code pasted below will not give me lighting (other than ambient) and shadows?
Note: The testMap I am loading works fine in the editor.
Game::Game() { /*********************************************************************** ENGINE INITIALIZATION ***********************************************************************/ //setGameState(GAMESTATE_INITIALIZING); // NOT IN USE YET scroll_speed = 0.5; engine.Create("HiveMind Keeper v0.01", 800, 600, 0, 60); engine.SetAbstractPath("./Data"); engine.SetFilters(4, 1); engine.SetShadowQuality(DEEPSHADOW); world.Create(); framework.Create(); layer = framework.GetLayer(0); framework.GetRenderer().SetAntialias(1); framework.GetRenderer().SetBloom(1); framework.GetRenderer().SetGodRays(1); framework.GetRenderer().SetHDR(1); framework.GetRenderer().SetSSAO(1); framework.SetStats(2); // Must do this to allow LUA to access them. SetGlobalObject ("fw", framework); SetGlobalObject ("world_main", framework.main.GetWorld()); SetGlobalObject ("world_transparency", framework.transparency.GetWorld()); SetGlobalObject ("world_background", framework.background.GetWorld()); SetGlobalObject ("camera_main", framework.main.GetCamera()); SetGlobalObject ("camera_transparency", framework.transparency.GetCamera()); SetGlobalObject ("camera_background", framework.background.GetCamera()); level.buildMap(); // Load test map. lastSelectedEntity = level.playerPivot; // Need to init this otherwise we'll crash. camrotation=Vec3(0); mx=0; my=0; /*********************************************************************** GAME LOOP ***********************************************************************/ while( !engine.IsTerminated() ) { if( !engine.IsSuspended() ) // Don't do anything if we are not in focus. { framework.Update(); framework.Render(); engine.Flip(1); updateInput(); // Check for input and act accordingly. } } /*********************************************************************** CLEAN UP ***********************************************************************/ engine.Free(); }
BuildMap Function:
void Level::buildMap() { LoadScene("abstract::TestMap.sbx"); //Actor testGuy(PAWN, Vec3(4, 1, 0), 100); playerPivot.Create(); playerCamera.Create(); playerCamera.SetParent( playerPivot ); setCameraType(1); }
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The 'Recent Status Updates' window on the homepage of the forum is currently being used to chat to one another. I don't think everyone realises that they're actually changing the status summary of their avatar.
Point is, looks like a real-time chat function could be useful and might server the community better than this sudo-chat window is right now.
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ahhh. Nevermind me then.
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Why would I want to change the design? What's wrong with this approach?
You tell me hah. I was just commenting on this:
The whole "framework" thing has been kind of a mess. It works the way it is now, and I am not going to change it, but that's one little detail I feel like the design of could have been better.
Req: 3D Tunnelling R&D Papers
in General Discussion
Posted
Has no one ever looked into the concept?