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Posts posted by MarkusR
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about vegetation, i like a click and it grow from self with some rules, maybe in a area what was defined as rectangle or circle or shape
this can be done random and if you like the result it can be saved.
this require some default plants with the possibility to exchange later and handle as normal game object.
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yo, with that pixel copy i can make new smaller textures and put them into a array, thanks.
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need one more command for using bitmap fonts.
DrawImage(Texture* texture, int x, int y,int offsetx, int offsety, int width, int height)
this function already draw all, think its easy to add.
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about updates, i like to see a listbox with files + checkboxes before copy.
i think with c++ and engine api u are more save in combination of engine commands.
the compiler check if a called function exists and the parameter match etc.
may josh give u a normal license.
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about doors, at physics they need some space around or they have more collisions than u want
in combination with polymesh collision its slow.
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the last problem i had with .GetPosition()
it was this csg objects from toolbar made problem without have a script, it was not a entity object and something else i believe.
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did you looked at the key input? i believe there you can change.
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maybe belongs the framedrop if .follow is used...
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u can drag & drop also material in modell view window (from leadwerks editor). this material can use any texture.
maybe try FBX® 2013.3 Converter
http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909
if u drop a image file in engine project folders the .tex file will be generated automatic
and u can edit is by double click in engine editor.
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have the same problen but did not know what the reason was.
i did only use the changemap variable for main lua.
in beta.
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called once but if the foollow will call again it should forgot the last follow.
yes, its in release mode.
current in beta.
this follow have some automatically in engine.
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hi josh,
please take a look in the. Follow function.
there must be something wrong.
this function runs as thread in background until stop is used.
5 zombies waste 40 frames if follow is used.
this in my 10x10meter test area.
today i had time to edit the copy of the monster ai script
and disable parts with functions keys to see what happens.
(means skipping the world and physics update loop)
ps:i using the beta because its better than the normal version and me is magnetic for issues
me using the engine since offer at steam.
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at the moment, i see 2 main priorities, the scene tree view and the flowgraph.
some simple improvements will help really much.
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maybe there is a lack of man power, developing is very time intensive.
this flowgraph i need.
there are some basics missing, i would prefer other new things.
the flowgraph render get also very slow at use.
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Not the first time, the connections are lost but only at player:fpsplayermr
See Yesterday.
http://steamcommunity.com/sharedfiles/filedetails/?id=372487550
Today:
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please can u add zoom or minimap and movement/scrolling with cursor keys?
drag a point over a long distance is not easy.
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maybe there is a way to make a raw highmap file from blender or bryce and import then into terrain.
import/export map with fbx is a nice to have.
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@Ma-Shell super
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@gamecreator
thanks for info, yes house modelling is a pain... but i think the door is my last barrier.
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@macklebee,
ah, ok , i think i can life with a 40 cm wider door. a normal door is 88cm.
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yes, but i do not want a 1,5 meter door, i want modell 1:1 scale.
the player can go through the left door, but the ai will not without navmesh.
i mean the space from wall to navmesh at obstacle, this i want input myself.
i guess u use it as parameter anywhere or not?
what minimum width i need for a door?
edit:
removed screenshot
using "Mapping standards"
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ohh, wow, thank you very much.
its works direct
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@YouGroove
the part u showed there is self.followingtarget=true before from set mode, i would say it not called every frame
because if self.followingtarget==false then and then state goto idle.
i guess .Follow is a automatic function that is called once and then the engine do self the moving.
i did not test it yet.
it seems its not the sound,not the collision, not the animation manager, its not the modell. ...
if nots called follow its also slow. arrggg ...
i see a problem in function SetMode, it called hisself ...
i made a counter in it and draw it on screen.
this slow down must belongs the script in any way.
Map change and FPS weapon pack
in Programming
Posted
this seems come from OpenAL (Open Audio Library)
did u try clean the table here in player?
Script:Cleanup()