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Naughty Alien

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Everything posted by Naughty Alien

  1. ..speed wise, my MAcBook Pro whiping floor with any PC with same GPU(generation) on board (nVidia 8800GT)..and its working as Lumooja said, without any flaws..just works..and I dont think so that its wise to ignore MAC as a potential customer space...if UE3 is taken in to comparison here then its ability to compile for MAC should be too taken in to consideration..
  2. ..agree entirely with Marcus...comparison i see here is quite funny at least...im also quite convinced that people whos talking about UDK and its 'flaws' has no knowledge about system or if they do, its very limited..and since I do agree with this comparison UnrealEd > Leadwerks Editor Unreal 3 > Leadwerks Engine Leadwerks Renderer > Unreal 3 (is it???) I will leave serious question mark over Renderer because its ignored fact that Unreal 3 is cross platform system...anyway, LE is very nice, I like it a lot, and fact that im seriously using it for project of mine says a lot about what i think about it..I just dont believe that this sort of comparison have any sense..thats all..
  3. ..in previous LE versions, i had to multiply movement values with AppSpeed(), so motion was same regardless FPS. Now in 2.3 i noticed that with AppSpeed() motion is not same as i had before and its getting faster with lower FPS..so, after I removed AppSpeed() from multiplication, everything turn to be just fine on its own, regardless FPS..is there any changes in 2.3 regarding this, I should know about??
  4. ..as topic said..what would be equivalent to TFormedX/Y/Z command (from B3D) in LE ? I see there is TFormVector so i assume there is TFormed command too.. EDIT: ..ahh..i got it..
  5. ..i wouldnt ask for portfolio if guy doing animation for free..if it is good, just take it, if not, well..at least he did try to help
  6. ..ahh..good..i thought controller is not affected by that command..thanks
  7. ..i dont know what is all this fuss about..its all work just fine here...any changes in framewerk, just do it yourself and build module again and run the thing...
  8. ..well..controller should move...I mean, when I said disabled from physics, I was pointing on to gravity 'attracting' controller down to ground, so I wanted to stop that, while keeping collisions setting intact and actually I want to be able to move controller around (up down, anywhere, but as i said, no ground attraction)..
  9. ..im just curious, is there a way to disable controller physics to be updated (in sense of physics) while everything else on scene is updated as usual..and im talking about per controller control, not all controllers disabled, but randomly, based on specific events...just curious..
  10. ..it is possible to do resizable area now too..you need to tweak framewerk at part where water quad is created and thats all..i cant recall now exact line (dont have SDK on this laptop im using right now), but its literaly just 2-3 lines to change and you can add your own routine to load/create quad and set it on the way you want, including enabling/disabling underwater distortion if you end up lower than your pool position..(im using Bmax, so I cant confirm whats with other languages, but i assume its pretty much similar)..
  11. ..hmm..code wise, its all respected..it must be normalmap because this time i have exported it from MudBox(testing) and i havent check settings..ill check now...thanks for input man, very much appreciated..
  12. hmm..i dont have any specular map created (previous versions I used doesnt require that)..or I am missing something?? Do you mind, to post some code for proper specular bumpmap material so i can take a look and compare what i am eventually missing..its for sure that I havent created any specular maps simply because i thought its not necessary (since 2.23 i used before never require it)..
  13. ..hi guys..im sorry for late reply, I had to sleep a bit ...I am using Framewerk with current example, because i wanna see how things works from all aspects before i start plugging/changing things on my own..so BUFFER_COLOR2 should be intact and I thought by changing specular value in material editor i could see more specularity or less..but its not the case...given example is not a terrain..its mesh terrain i have created, but i guess that shouldnt be an issue here since 2.23 worked just fine..so, other settings i have here is that sunlight(DirectLight) has intensity 0.5 while ambient light is 0.4 so thats the only additional parameters I have changed on my scene..for surface i use same shaders used in 2.23 with some addition for specular level introduced in 2.3..but it has no impact..sigh..
  14. ..hi guys..recently im doing some occlusion mapping and so far it is nice...im also trying to control specularity intensity over surface on level you see on provided image..I did try to increase value for specular reflection level in material editor, and play with some other values, but its just not affecting anything on level surface..basically i want to make it all more specular, so its look more frozen..i had this very nicely done when i was on 2.23, so since i switched to 2.3 i noticed, all specular levels i had before are actually way lower..so i need some tip about this thing since its really going on my nerves and even more since i know that im missing something trivial..or if anyone can provide some example of working material with textures attached so i can compare with my stuff, i will appreciate..thanks..
  15. ..i would highly recommend Bmax..its real pleasure to work with and very fast thingy...
  16. ..what i would do is, place few waterfall meshes (shape of your waterfall), then create few copies(maybe change some vertexes to get different flow path) and then apply one, well done tileable texture of water applied on to each waterfall mesh.. each created waterfall mesh has applied different texture with different look/transparency (one is more water dusty, one is more foamy and one is entirely watery)..then simply move given textures with different speed along U or V and you will have excellent waterfall..apply some refraction shader on to waterfall mesh with watery texture and you will get very very good results..additionally, put some particle to create water dust around touchdown area or any other collision place and you are set with very good looking waterfall...
  17. ..hi guys..i couldnt find any info on site, so im asking here, is there source license available and/or studio license for LE?
  18. ..hmm..you got answers previously, but to make it really clear..engine WILL not do ANY of this things you looking for..engine has interface exposed to you as a programmer to make those things on your own, but DO NOT expect any of things you mentioned, working out of box..
  19. ..nice work..however, im not 'buying' those 300$ budget enough for all those folks on scene..other than that .. nice work .. nice example that eventually with relatively small and affordable money and some imagination, its possible to do same things in 3D games world, and got picked by some big publisher and make your fortune..
  20. ..hi guys...i wanted to present to community video of my lipsync system in action (and few of its bugs hehe), but I cant find any good screen capture proggy..I tried Free Screen Recorder but its killing so horribly my FPS that i just cant present properly what i wanted..can you recommend me anything worth (freeware) for such purpose?
  21. ..hi macklebee...im not using editor..actually im just familiarizing myself with 2.3 trough framework since i never used it, so i can adopt my stuff easier after i see how everything works..basically I was asking about layers because it seems they are worlds so i wanna throw my particles(heat haze, or ice blocks with animated melting refraction, etc) on to proper place later..so I just wanted to see how its done in framewerk.. ..so far i am VERY happy what i see, especially speed wise..its way faster than 2.23 I used before..nice so far..
  22. ..ahh..i see..thanks Lumooja..now it makes sense..and works too .. one questions about this 'layers' exposed in framework..layers are actually, how i can see from source, specific worlds used for rendering? therefore, i should use them to switch between worlds i have to load in geometry or particles , etc?
  23. ..hi guys..right now, im slowly converting my stuff to 2.3 .. also im playing a bit with framewerk so I wanted to ask something about distance fog..so, if I do this fw.renderer.SetDistanceFog(1) fw.renderer.SetDistanceFogRange(Vec2(0, 10)) I guess every object within range 0-10 should be visible, while objects with distance bigger than 10 should be invisible because of fog?? So far, as i can see, fog doesnt behave on that way..am I missing some parameters here ?
  24. ..all right..it works now...it seems my test rig was not powerful enough...on another one working just fine as I wanted..thanks a lot Alex
  25. ..ahh..OMG i am so sorry man..i really didnt know its you... going to try now on more powerful machine..I will let you know whats the result..
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