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Naughty Alien

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Posts posted by Naughty Alien

  1. ..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..

  2. ..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..

  3. ..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..

  4. ...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...

  5. ..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) << ??

  6. ..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..

  7. ..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??

  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. ..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)..

  10. I'm sure they do, but just to be sure, your DDS files have specular in the proper alpha channel for the shader you're using?

     

    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)..

  11. ..hi guys..im sorry for late reply, I had to sleep a bit :lol:...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..

  12. ..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..

    post-134-12621835044278_thumb.jpg

  13. ..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...

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