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Naughty Alien

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Everything posted by Naughty Alien

  1. ..actually, you can do it in LE2, by loading your assets and Hidding them, soon as they are loaded, just before render/flip calls..it works for me..
  2. ..can you see controller moving with debug physics enabled ??.. also, have you try to swap positions of UpdateController( _controller ); and RotateEntity( _model, EntityRotation(_controller ) ); PositionEntity( _model, EntityPosition(_controller) ); in your main loop ?Is it controller parented to anything ?
  3. Hello guys. This time, here is small utility, nothing spectacular, just smal library what will let you manage available screen size your GPU support, easy. You can also use it in main menu where you will setup all available resolutions and browse trough list, or automatically detect maximum resolution upon start and set screen, etc. So here are commands. So, first we need to initialize library. Global SCREEN_SIZE:TScreenSize SCREEN_SIZE = TScreenSize.Create(bitDepth:Int=32) bitDepth is your screen depth and by default is 32, and it means, supported resolutions will be for 32 bit depth. Now library is initialized. All available resolutions GPU support are accessible trough screen size modes. Screen size modes are nothing but indexes of array, where screen size is stored, for width and height. So, in order to know how many available resolutions we have, we will use this command: Global NUMBER_OF_AVAILABLE_RESOLUTIONS:Int NUMBER_OF_AVAILABLE_RESOLUTIONS = SCREEN_SIZE.get_number_of_modes_available() So, if you want to go trough list of all available resolutions, you will go from 0 to NUMBER_OF_AVAILABLE_RESOLUTIONS. If you want to set up screen size, you can do it like this: SCREEN_SIZE.size(width:Int=True, height:Int=False,mode_:Int=0,higherRes:Int=False) If width is true, returned size will be width. If height is true, height size will be returned. If mode is provided in range 0 to NUMBER_OF_AVAILABLE_RESOLUTIONS, It will be provided size for that mode, for width or height, depending which one is flagged true. If higherRes is true, it will be returned largest screen size for width or height, depending which one is flagged true. So, for example, if you want to setup your screen upon loading on to maximum resolution, since you dont know in advance what kind of GPU/Monitor will be used, and you want to set it higher so user can later change it, you will do simply this(example with framework): Global SCREEN_SIZE:TScreenSize SCREEN_SIZE = TScreenSize.Create(bitDepth:Int=32) Graphics(SCREEN_SIZE.size(,,, True), SCREEN_SIZE.size(False, True,, True), 32) LogStreamEnabled = False'AppLogMode equivalent Global FW:TFramewerk FW = TFramewerk.Create() If Not FW RuntimeError "Failed to initialize engine." ..and rest is history . By combining on many ways, you can have many use of it, from menu systems where screens will be detected, up to automatic initializations, etc.. Also, you dont have to sort out screen sizes. They are already sorted (0 means lovest resolution, SCREEN_SIZE.get_number_of_modes_available(), is the highest), so its easy. Anyway, you can see how to use lib in provided example, so it should be self explanatory. In case it doesnt work, let me know. INSTALLATION: As usual, copy e1.mod to mod folder, and include it as it was done in provided example, and you are good to go..cheerrsss... DOWNLOAD HERE: http://www.leadwerks.com/werkspace/files/file/351-screen-size-utility/
  4. ..you have to see, how gui elements are created/draw, and based on that, you will know answer..long time ago, when it was released for a first time, i tested it and it was working..since then I do not know what is progress, so i cant confirm now..
  5. ..ahh..then, best thing you could have (cheaper to render too) is oriented billboard with corresponding texture and proper blending mode..
  6. ..particles?..oriented billboards with texture set on proper blending mode (BLEND_ADD , will do nice here) ? EDIT: Actually, im not sure are you talking about visual effect or ballistic (non uniform straight line trajectory), as you mentioned?
  7. ..ill think twice about that..and also, remember that compiler is nothing but handwritten code..
  8. ..have you selected proper image file format and proper image size?
  9. Metatron suggestion is nice and it can do very well..Only issue is if you wanna use it over animated characters having skin naturally..so, good way would be to store vertices position and just update vertices for each frame, but thats already done and its called MD2/MD3. It will be great addition to LE..
  10. ..what I was saying in my post is that, many people claiming that 'money is there (mobiles)', and for that reason demanding Leadwerks3D at initial form, to go for mobiles (what Josh doing),and at same time, as I can see, not many folks does polishing their skills necessary to get that money, but instead, hoping in to Leadwerks3D magic tools, what will make all difference..thats the spot from where coming question, why Leadwerks3D didnt came in its shine and polished form for PC, what eventually gives good head start considering powerful renderer...whole thing is, if you have polished skillset, then, you will eventually make money, on either platforms, PC or Mobiles..so, since 'money is there' and Leadwerks3D comming right there, then i found rather bizarre that people complaining about eventual price tag, with such flexible license, what basically means, pay once and earn much as you can with it..well..money is out there..in fact, yes, it is..
  11. .. ..well..Xaron pointed out that income he make is 1000$ a month, so having said that, it seems to me that unlimited products pro version, cost 1500$ is not much to deal with, since business model is just that good, as it was said, and tools purchase is done once time only, soo..thats good?
  12. ..well..its a nice screenshot ..heheheh..reasembling some form of modelling aplication..not sure what as there is no much controls exposed to be seen..also, this material window, should be separated from main working area, or if possible, drag it to another screen, if user has 2 screens(monitors)..
  13. ..yes, this is very nice and this is way to go..on PS3, whole structure is stored inside database (if you using Phyre by default) so you accessing it trough very simple calls...i sort of, copied Phyre approach in editors artists using, so basically they dont do a thing but as a result just updating 'database' entry for certain objects they are allowed to access on our internal mainframe..very handy..good work, I like it
  14. ..mmm..well..I still expect LE2.x to be updated, in terms of compatibility with new GPU's, and things like that..also, LE3 in its initial form, is indeed interesting for me, because I was looking for expansion to small devices, as a business model test (i had talk with Josh about it), but I am also very much surprised that LE3 will not shine on PC initially, thats all..
  15. @Rick I still stand my word about LE2 being capable..it is and it serves me so well..it can produce stunning visuals, as we all know..however, i said VISUALS, and its tied back to renderer...newton physics is something ill not recomend to depend to (I use Bullet), if you switch to AAA product..network provided as it is is NOT something you wanna rely your multiplayer code on to ( i use RakNet), Sound system is good for basic stuff, and soon as you enter in to some other things, like basic syncing between animation/sound, you will understand that you will have hard hard time to use it, or play certain sounds based on frame of animation, reverse, etc..in my pretty much all previous posts and some requests, i was always asking for 'isolated renderer only', if possible, and i never claim anything over whole package as it is..state machine and any form of AI is not there (i like that by the way as it giving me clean access to what i want), unless you bild yourself (I prefer that).. So, all in all, LE2.x is my main PC workhorse and it will remain that. Its VERY capable, and I personally will use it long as it is possible for my PC games. Simple as it is. And again, I will be super happy if i could have renderer only (LE2.x) without any other support but renderer related parts of system. Hoodwink and Hidden Dawn uses LE2.x and it will continue (on PC). So, there is nothing discouraging, im just saying how it went for me, from my observation, thats all.. EDIT: And if i could mark LE2.x in my book, ill give it 8.5-9 out of 10, and its just because 10 is perfection and there is no such thing..LE2.x is first system i came accross that gave me exactly what I wanted, and flexible enough to let me ignore some parts of it (Physics, sound, basically things I dont want and its not forcing me to use it)..
  16. ..you joking?? Soon as you put sysyem under pressure, pretty much everything you see on this list will die or become useless, except renderer..
  17. ..yeah..while i was not looking for LE3 for PC, its kind a surprise that PC version will be last in the row, but on other side, it seems that LE2 will live longer ?
  18. you have to understand constraints of time when game is designed, as development techniques and tech change over time..for HL2 you talking about, took 300 people and 4 years of hard work to get it out on API similar to DX7 ... if you look at that, you will understand magnitude of such work and achievement scale..its same newdays, if not even more demanding...
  19. ..but that's exactly point..as a indie, you CANT make art that stands out better than AAA stuff..AAA/Indie world was never separated and it never will be, by tech..its limited by team ability to produce outstanding artwork, animations, sound, voice acting and original, high quality soundtracks, for just one and single purpose..to support your game play..there is not a one thing i mentioned in this list, related to tech..if I tell you how much cost one good sound composer/artist, you will choke most probably..my point is, all things related in your post doesn't change a thing, except removing powerful renderer people use to have with LE2 by missing it obviously, from LE3 release, at this moment..and thats what people here, most probably complaining about..to have something to 'show off' if you want to call it that way, when render out something, out of indie world, what is literally same if not better looking than products done by large studios..most of the people enjoyed fact that they have tool/toy, what could make multimillion systems shy..so, since LE3 in its initial form, doesnt offer that (totally reasonable as it is enormous work, and everyone who ever took attempt to write renderer will understand it, while Josh need to survive, at the end of the day), and people 'complaining' about that..simple as it is..
  20. ..friendly piece of advice for anyone whos attempting making some game..dont wait any tool to be released, in order to produce your game..simply go with whatever is available and fire it out..once your desired tool is out, take it and keep going with new stuff..waiting tool to make a game is a lame exuse, for not making game at all..
  21. ..i believe, poor thing will slowly fade away and die...it did great job for me..
  22. ..this will give you nice walk camera feeling..i believe everything is self explanatory, but in any case, feel free to ask if there are issues.. ..these are variables for control.. Global walking:Int = False 'are we walking or running Global sp:Float =.08 'main walking speed (not connected with wobbling) Global shoe_size:Float = 2.0 ' stepspeed for wobbling camera (eg. Higher Value=running, Smaller Value=walking , experiment yourself) Global amplitude:Float Global head_bang_X:Float = 0.09 ' amount of wobbling Global head_bang_Y:Float = 0.07 Global move:TVec3 = Vec3(0) Global myController:TController Global camera:TCamera, camera_position:TVec3 Global footstep_needed:Int = False ..and these are functions you will use in your update cycle.. Function Move_Camera() walking = False If KeyDown(KEY_LEFT) Move = Vec3(-speed, 0, 0) ;walking = True If KeyDown(KEY_RIGHT) Move = Vec3(speed, 0, 0) ;walking = True If KeyDown(KEY_UP) Move = Vec3(0, 0, speed) ;walking = True If KeyDown(KEY_DOWN) Move = Vec3(0, 0, -speed) ;walking = True 'here update your controller, if camera is attached to it End Function Function Wobble_Camera() If walking amplitude = ((amplitude + shoe_size) Mod 360) camera_position = Vec3((Cos(amplitude) * head_bang_X), (Sin(270 + (amplitude * 2)) * head_bang_Y), 0) PositionEntity (camera, camera_position) End Function Function Play_Footstep_Sound() If Sin(90 + (amplitude * 2)) < - 0.85 If footstep_needed DrawText "Play a footstep sound here!", 50, 50 footstep_needed = False EndIf Else footstep_needed = True EndIf End Function ..in your update, order of function calls should be : Move_Camera() Wobble_Camera() Play_Footstep_Sound() ..I hope this helps...by adjusting some of the initial variables, you can have various motions..
  23. ..this lil proggy does it all, and its cheap and very easy to use.. http://www.earthsculptor.com/index.htm
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