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Naughty Alien

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Posts posted by Naughty Alien

  1. Does it mean that it's not possible to do something with the auto generated LODs ? For example, there is a group of trees seating on a cliff and I would like to replace the whole group to a flat poly and pre-baked “group of trees” small texture at a certain distance?

     

    Is there any workaround for lods hierarchy? Maybe in that barrels case it's possible to have a kind of “grouped 5 barrels” object that is shown only when zoomed out and never at a close distance?

     

    ..natively trough LE 2.x no..system is set as it is..however, if you build your own library for LOD, yes, anything could work..if your project reach stage where depend on such library, PM me and ill send you some nice LOD library for all those things you asking for..

  2. well..you said you want to move an entity which is a PARENT..if you do that with PARENT, then all children will be moved for same position offset as parent did..so, whats happening in your scene is rather normal and expected to be..also, regardless position selected (loca/global) for parent, it will do same effect to its children..but, as i said in some of other threads, avoid parenting, much as possible..it is going to make more problems, than benefits..

  3. ..best way, I think, is to create AABB of your own with properities you can easy control (position, size, alignement), as those tied to entity, I think, are not best way to do what you want, because their size is tied to entity wrapping and i guess by altering it, you will affect engine occlusion ? ..

  4. ..of course its not compatible with anyone else's code, but my aim is to be compatible with every version/port i do for internal studio use, so to me is essential to have freedom as I have right now..thats why Im wondering about LE3.x nature compared to LE2.x

  5. ....interesting as i have all this done in LE2..so as I said many times before, I just hope LE3.x will not be structured in such way that forcing user to use provided systems, but instead, keep wide open for anything, as LE2.x is..

  6. ..never had that, but in case that happen, possible scenario will be invite to my place where ill make my baseball bat twist macarena on his back..then ill throw it down to guards..

  7. in my experience, MoveEntity is not time adjusted, so it will move at different speeds on different computers. I just multiply it with Delta_Time and its stable and same accross all PC's

    • Upvote 1
  8. ..yes, I felt urge to say it, so here it is..

     

    LE rendering engine 2.x I LUV ya for helping me to climb up there..

    Phyre, I luv ya, for pushing me further..

     

    ..nuff said..and long live LE 2.x ..

     

    Me..off .. :)

     

    P.S.

    Feel free to express your emotions..its goooood :)

    • Upvote 2
  9. ..prince of persia 1 (from DOS), had animation done with EDIT (plain text editor under DOS) and still camera..its still better than most of the modern 2D side scroller games i have seen..point is, its not about engine you use, but craftmanship..so, Xors or LE, it doesnt matter, if it is in good hands, so there is no reason to compare or bash each other..you choose what you want so its fine, just go with it man..simple as it is..

    • Upvote 3
  10. ..it really depending on your level/texture art requests..also, keep in mind that good level designer will cost more if you dont provide proper concept art for levels/environment setup examples, you are looking for..

  11. ..guys, I will apreciate a lot if you could give a short go and try to check over screenshot on game web site..I have had some problems with that today and right now it seems it works fine, but i would like to try worldwide test and since all of you are from very different places, I'll really apreciate if you could help with short test and eventual report if any screen missing, or doesnt load/reporting error/missing image/very slow loading..concept art is not loaded yet, since im not sure is this one working..thank you guys..

     

    linky:

     

    http://www.hoodwinkgame.com/

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