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Naughty Alien

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Everything posted by Naughty Alien

  1. ..ahh..good ..hehe..is it entire source Bmax or C++/C mixed?? Also, what are prerequisites in order to properly compile, regarding eventual SDK's and stuff??
  2. ..thats sounds nice...Lumooja, are you source owner? if so i would like to ask few simple questions...
  3. ..all right..this is mainly message for Josh, but anyone is welcome to answer(eventual source owners are welcome)...im very much interested to purchase ready to compile soruce version of LE..many reasons for that..i really love this engine and im going to use it for quite few projects on sight already, but i would like to have access to its source because of some things i would like to do with PS3 port..so, is it still available (source) and is there any info about it..i couldnt find anything on site..thanks in advance..
  4. ..as Pixel Perfect said..dont be put down because of Bmax..people whos ranting about it, just have no clue what is language capable of, and i assure you, if you know C#, you know Bmax already, and speed wise, only language what outrun Bmax slightly(very minor difference, with MinGW 5+, on non engine related tasks, while engine tasks has no difference at all) is C++..soon BmaxV2 is out and that beauty will run on every toaster out there exist, so ill be careful about judging , base don people who never actually tried it..only problem with Bmax is that its not promoted/advertised enough, otherwise, its one very very nice and elegant cross platform language..
  5. that's a loss for community here.. project looked quite okay and im very sorry to hear it went 'under water'..
  6. @Gandi and MrIslomaniac Actually, depending on lenses type you used, such effects appear in nature so i wasnt do anything on my own but just 'copy' effect from video file i have regarding lens flare physics study..heck wide angle lenses can produce even more 'scale up effect'..so its about to be 'normal'..
  7. ..RO, try to create class what will keep eye on all objects created and flush them out when they are discarded(just before loading new scene with all assets)..
  8. ..just got EMBM just got work nicely with multiple water planes, nice..
  9. ..yup..i have editor where i can set up everything quickly, particle editor, animation editor, all stuff i need so i just load extracted files from each of this editors in to game and just play thing..each class is self sustainable and self updating all changes, so, once loaded everything works on its own, thats why in editors, parameters has to be set for what you want..
  10. ..well..i never used any version of editor, but i completely understand your frustration RO, especially when you dig in to project and realize that nothing works..its VERY painful...but i hope it will appear some stable version without such turbulence...I recommend to lock down your project on to one version and do whole thing in that version (me myself will not move to any version from 2.31, until next project)..
  11. ..all right..it appears that recently im posting a lot of stuff, but, im just showing progress over things i did showcase before..this time, its 3 bad guys (dragons) in game..mesh is same, just different materials attached to it..as with previous dragon, here is some screens and downloadable EXE so you can see it yourself. and here is download link for EXE http://www.4shared.com/file/M7Aa0Rz4/Bad_Boys.html NOTE: EXE contain all files necessary to run, so do not place it in same folder where is SDK. As previous time, turn camera and by pressing keys 1 or 2 or 3, change dragon look (3 guys, same mesh, different texture)
  12. I may post some dragon idling (note this is good guy ) so you guys can see it in motion, just need to 'plug back' bones and animations..dragon is big..wingspan is about 50 meters,from ground up to horn is 15 meters, and from top of the nose to end of the tail is 30 meters..
  13. ..hi guys..I would like to ask you for small assistance..if you dont mind, download exe from link im providing and give it a go in order to see how my lens flare thingy working..Im particularly interested for ATI fellas but any nvidia folks are more than welcome..here is pic how things should look like when you turn camera towards light source and here is file for download http://www.4shared.com/file/jBpHm6rE/LENS_TEST.html Let me know if you have ANY issues. Thanks a lot. NOTE: EXE file contain all necessary data to run so, DO NOT place it inside SDK folders or folders containing ANY engine dependencies, it wont run.
  14. ..im using 2.31 and i have no intention to move to any new version for this game..usually always have too much added work to change things and right now, having in mind number of levels and animations, any change will be massive rework..as for editor..i never used that thingy so i cant say, but i can say that particles(including heat) works fine in all conditions..
  15. ..well..this is first 'pass' and appearance within engine environment.. few things missing, and one of them is also glowing heat on wings, what is not shown here..sooo...one step at the time
  16. ..all characters are rigged, so since topology is same, i have extracted bone structure while i remodelling of dragon took place in Mudbox..so, all i need is just simply sort of 'load back' my bones and animations(saved) and she will be ready to go..maybe tomorrow ill post again exe with some animations (idling), if i have time..regarding packing, I wanted to protect my media, and shaders(i have many custom stuff) so i packed all together..this particular example is packed with MoleBox Solution, an extraordinary tool for this kind of stuff, and it can slice in to specific packs everything(eg levels, etc) so later some updates for customers will be very easy to do..I have my own proggy for such things, but it doesnt wotk on vista and W7(ill take a look whats the problem when get more time)..on win XP is just good..but since i got this Molebox, my packer collecting dust in some corner, somewhere here it is, highly recommended: http://www.molebox.com/molebox-solution.shtml
  17. ..yup..i just forgot to align camera towards dragon and when i packed everything it was late and i was lazy to do packing again ..just use mouse and its fine... i hoped, it was not much to ask, just to move mouse a bit
  18. ..when you see gray screen, try to move your mouse left right..gray is because i left camera turned in to wrong direction...no need for that crl alt thingy..
  19. ..well...there is nothing special about code, really...however, its packed with all necessary files so maybe some things what are inside package colliding with files you have on location from where you running proggy...
  20. @Rekindled Phoenix ..well..basically, there is no need for this, unless you have PS3 console..but, once i finish everything it will be available in toolbox section of forum (module) so everyone whos registered user will be able to use it..
  21. ..if you remember, I use to post pics of one of my dragon characters, during development in Mudbox (hi poly)..now, its scaled down to game use, and done basic texturing, just to see how is it look like in engine..so here is download link for small exe so you can see it..I hope you like it.. here is download link.. http://www.mediafire.com/?zzgdgd5wzmi NOTE: when start exe, just turn camera with mouse, because camera facing wrong direction (forgot to align, sorryyyy ) ..so you can turn cam with mouse but no motion, its locked on proper distance..
  22. that is VERY true..thats why at this moment im converting one on one LE command set (with some richer options regarding VFX since phyre does offer that by default), with no language related things of any kind..i think real challenge for Translator writing will be actual language translation part, and i really cant wait to start messing with that. I know its not going to be pure LE on PS3, but again, if anyone obtain license, and have game on stack..it may be handy tool to just get it done within a minutes and ready to go on PS3, until maybe build up your own stuff...we will see..
  23. ..well..game in LE is more than 90% done..no point to go again for same thing .. and there are some changes to take place regarding SPU's and way how things are done and it will require a lot of time to go back from begining...second reason, even less valid for commercial world is actual fact that I like LE so much and I see no reason to move from it, since its covering already everything i need for PC, so Phyre will be a bullet for MAC, PS3 and eventually Xbox360..right now i cant take that much load, since im lonely shooter..
  24. well..PS3 SDK cost about 2000US$ (price i have pay) and you got Debug console + Phyre engine (renderer),and all other things related to SDK owner..engine came with source code and loads of excellent tutorials for it, and documentation is just extraordinary good..statement 'free' in engine, most probably pointing on to fact that after you obtain it, its totally free to do whatever you want with it(including with it that you can build up entirely new game engine and claim it as yours), and sell it, free of any kind of charge. Only think you cant do is pack and sell renderer as your own product..by default engine is ready to go, out of box on PC and PS3 and within 2 months PSP..optionally you can modify it(many tutorials how to's) so it can run on Xbox360 and MAC..its nice deferred renderer or forward rendererd, up to your choice, and with it, are provided excellent tools for just about everything you will ever need..shaders for example, so you can install Phyre plug in for FX composer and create/preview shaders with ease..i think its good deal to get AAA renderer in to hands with massive support from Sony, while completely free of any charge whatever you do with it, and multiplatform, for just 2000 bucks..not to mention hardware you got and fact that you actually developing for console market..how much unity cost? how much will cost you to get unity license for PS3?? Just crunch some numbers and picture will appear very easy..
  25. ..hi guys..well..actually its not that complex as it sounds..im sure pretty much any of you will be able to pull it off, if you have necessary hardware in front of yourself to play with (debug unit)..i have created a mirror of LE, on PS3 side by use of Phyre, so, whatever you create in LE (mind you, im talking at this very moment only about naked LE commands, logic related commands from language itself/bmax/ havent been included in to translation, Ill do that once whole command set is mirrored) is translated in to mirrored equivalent on PS3 Phyre side and its ready to compile with no changes..materials are converted too, (basic stuff came with LE SDK) while textures you have to convert back to PNG (best) manually. So, you finish your LE code, save it as a BMX and then just drag/drop BMX file on to translator and after that you will have Interpret.LE file you provide with media in root folder. Then on PS3 project side, just type in name of your Interpret.LE file and compile/upload your application on to PS3 and watch it thats how its going, more-less..here is some basic drawing..as i said, its nothing special or magic..just plane translating/parsing..
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