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Naughty Alien

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Everything posted by Naughty Alien

  1. hey Red..can you post new download link with your waterpatch mesh only? Previous one, giving me an error in archive...I cant open it.
  2. ..allright...ill try now your waterplane..im wondering what will happen.. EDIT: I cant open archive...Winrar giving me error that its damaged and cant be extracted..sigh..
  3. ..well..i have tested 2.3 and 2.31..same issue...weird..
  4. ..sure..here it is.. 'Create water mesh and prepare If Not waterpatch SetWorld transparency.world 'waterpatch = CreatePatch(20, 20) waterpatch = LoadMesh("abstract::patch.gmf") EntityOcclusionMode(waterpatch, True) SetWorld Main.world EndIf waterpatch.SetColor(watercolor) waterpatch.paint(watermaterial[submerged]) 'waterpatch.SetPositionf(Main.camera.mat.tx,waterheight,Main.camera.mat.tz,1) waterpatch.SetPositionf(1, waterheight, 1, 1) and of course, after every changes, I did compile module to make changes work..but so far nothing..here is the patch example i use..so give it a go..im really wondering is it something maybe wrong with my gmf. waterpatch mesh:--> http://www.mediafire.com/?o1mgzkkrwbc
  5. ..still white..super weird...i did try this before but i had same result..white..but i had other things to do so i never tested again until now, when i saw that Red changed it and its working..however..in my case still doesnt work..everything is at proper position, it just, water plane is white..hmm..
  6. what you mean at origin? Mesh covering exact area i need to cover and i did exactly what he did(according to code i saw), but waterpatch surface(custom one) is white and i see it..its just..no reflection and stuff I got with usual one(createpatch)..just wondering what can go wrong or is there any other way to treat mesh waterpatch..
  7. ..hmm..strange, when i load custom mesh as a water surface, it is loaded but just blank white?? Anything special you did with water mesh before actual load in to program Red ?? I havent add waves, just loaded mesh as a waterpatch..
  8. ..latest drivers on nVidia causing Bloom frag shader falling and doesnt compile..in case your game using it, it may be the issue if newest drivers were installed..i have had discussion about it here http://leadwerks.com/werkspace/index.php?/topic/1370-drivers-issue/
  9. ..ahh..thanks..much appreciated..
  10. ..drivers 195.62 works on all configs I have..latest one is broken..
  11. ..ok..tested just now 196.21 drivers on other machines, and bloom fragment shaders doesnt compile on all machines.. 7600GT doesnt work, WinXp Pro 8600GT doesnt work, WinXP Pro 8800GT doesnt work, WinXP Pro GTS250 doesnt work, WinXP Pro 64 bit 9600 GT doesnt work, Vista so, only bloom fragment shader is affected as i can see..everything works fine on older drivers...sigh..
  12. ..i have just upgraded newest drivers (196.21) on my test rig 7600GT and bloom fragment shader cant compile, while its all working just fine on 8600, 8800gt and higher. However, everything works just fine on 7600GT with older drivers..any of you guys have similar problems? Im wondering because i really want my game run on 7600GT as a low end(so far it was very very good until now), and im not happy with this drivers issue..
  13. ..my advice is very simple...dont discourage yourself because few 'bricks on the road' you hit .. thats okay..everything has its learning curve, and that mean specific problems tied to it, so, its something to be solved and taken care about..strictly separate yourself as an artist or just as a programmer is a very wrong way of doing things in my understanding, simply because, to properly create art, you need and you should understand underlying tech what will use those art assets..similarly, to really dig in to programming world(games wise) , you should understand art limitations and way its builted as well as 'way of thinking' of one artist, in order to make proper bridge between these worlds...all in all, I highly encourage you to not give up programming, and dont be upset or scared about C++..believe me, its nothing what you will have issues with, just keep in mind that you have to take correct approach during learning process, and things will sit easy on its place..eventually, if you want to understand OO, try to download demo version of Bmax(if you dont have it) and learn there OO structuring in much more friendly environment than C++, after you understand OO with Bmax, you will have zero time to slip in to C++ (really really minimal differencies )..also, try to avoid LUA while taking a bite over OO programming with C++ or Bmax..simply learn and understand properly OO and its advantages and then, you will find even LUA much more handy than now..also, keep in mind that everything..and I mean everything you do with OO style programming in games, you can do with procedural, what is easy to understand (even i recommend it only to be one of the steps in your learning curve, but not for real use), but difference came clearly on sight as code, harder to maintain and generally more messy turning to be with code length, then OO, but again, entire game is doable with procedural, if that suits you...bottom line is..dont give up..there is always a way, and only thing what does matter is to take correct steps during learning (proper books, understanding of problems, and NO myths)..and you will do just fine..remember, C++ is just a language like all others..thats all..you can do it..im sure..
  14. ..i found that Djikstra, i have implemented with some small optimizations, working beautifully fast .. it was easy also to make it tied to game logic in such sense that it can enable/disable search nodes depending on accessibility of specific zones (door open or not, etc) ... I highly recommend..
  15. ..in my game where some quite complex scenery arise at some points(30+ characters doing some stuff simultaneously, dialogues, lipsync, AI, etc)..i figured out that speed difference between Bmax and C++ practically 'doesnt' exist (it does exist but its so so so minor that FPS is absolutely unnoticable)..and it was not worth to sacrifice, clean look and simplicity of code in bmax for exchange with less than 0.2 msec speed difference i have gained with C++ .. so, in my book, I highly recommend Bmax..
  16. ..i guess, its still available option to turn off/on shadows from light source(point/spot) regardless this new approach taken..
  17. ..actually, modules structure is something you will like a lot once you take a bite properly..and its quite simple to use/set (just drop bloody thing in to Mod folder ) .. I have ported most of the Phyre engine in to Bmax and difference of use in Bmax environment and C++ is massive, I assure you..loads of folks over there in Sony PS3 dev arena, want to give it a try.. Bmax is cool man..
  18. ..I will for sure use LE controller..of course some additional coding around it is necessary to get out what you really want, but personally i think LE controller is exactly what you really need ... having said that, some additional math is necessary to create nice and smooth sliding, by controlling controller speed, but thats really, all you need and i see no complexity issues at all to make that working very very nice..bottom line is that, its easier to create additional code to control sliding of existing controller, by just controlling actually its speed, then entire controller system of your own..
  19. ..yes..I have completed some stuff with that engine...very nice but performance is not that high as i expected at that time i used it..I dont know are they changed things now..
  20. ..well..here is what i think about features you exposed..technically, its all covered nicely with LE..however, you have to understand that LE is NOT a game engine, its still nicely tuned Rendering engine with physics support..having said that, here is my view over your requests: -Raycast for shooting this working out of box -real time animation I guess you mean character animation..yes it does work just fine(skinned/bones/bipeds), no morphing targets yet(ahh i wish for this) -high end graphics well..while renderer does its job nicely, at the end its depending on your artistic skills/media used..so, its your call, not renderer.. -collision and physics works out of box -map/level editor you may use provided Editor (its included with SDK), but since your game will have specific needs/features, its better if you build your own tool for such things.. -real world environments im not quite sure what you mean by this, but far as i can see, its in hands of designer/artist/programmer...engine providing enough horsepower to do massive and huge worlds with very nice visuals -ai - passive you will have to code AI by yourself.. -3ds and x model support engine can 'chew' only its own format (gmf), but its not a drawback since with SDK are provided tools for conversion between all major 3D formats and GMF.. I hope this helps..
  21. ...you should consider me as a person who has almost everything out there regarding rendering engines in range up to 2500US$ ... i have tried most of them more/less and after that journey only 2 engines took my full attention and im using it both..its LE and Phyre...since you asking about LE, i can only say that I HIGHLY recommend it, and if you willing to spend some money, go and get Bmax with it and you will not regret one single second of time and money spent on to this system..be ready for some small nervous moments because of tutorials , but soon thats going to be fixed, and in main time, here is nice and friendly community, so no harm done...anyway, go for it, you will not make a mistake...
  22. ..i will not trust much in to tutorials at this moment..i think Josh rewriting them, this time properly...I dont know are they updated, but if not (i guess), then, be ready for major nightmares...
  23. hi guys..here is simple one..I would like to know, if I do this: Sound_01=LoadSound("MySound.ogg") Sound_02=LoadSound("MySound.ogg") Im wondering how file MySound.ogg going to be loaded?? Twice or it will be automatically reused for Sound_02 since its previously loaded already??
  24. ..is there any other way of reading recorded collisions and registering them happen, between entities (set by collision response value of 2), apart from use use of >> SetEntityCallback (myBody, Byte Ptr(myCallBackFunc), ENTITYCALLBACK_COLLISION) << ??
  25. ..im not using editor, but as far as i can tell undo is A MUST if you really considering to use some program seriously..
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