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Ameshi

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Everything posted by Ameshi

  1. To clarify, Im not using the beta. Im afraid of the bugs
  2. I know its not the best solution but to fix my problem I did this: local material = Material:Load("Models/sc_models/props/sa_lamp/bra_outside.mat") material:SetSortMode(false)
  3. Thanks for the help I changed to self.pai.mat:SetSortMode(false) error: I tried: local material = self.pai:GetMaterial() material:SetSortMode(false) or material.mat:SetSortMode(false) EDIT: error message
  4. Hi guys, Im getting a index error when I try do that. Im using GetParent() and SetSortMode() Script.pai = nil --entity "pai" --To get the parent function Script:Start() self.pai = self.entity:GetParent() end --change the z-sort self.pai.material:SetSortMode(false)
  5. Now I assigned a weapon to the player and throwing things now work. Maybe a easy fix in the script will make me able to throw stuff without weapons assigned ?
  6. There is no weapon assigned to the player.
  7. I changed the line and still no System:Print calls in the output tab. Im afraid that the print calls are not working somehow
  8. I did what you said, but the output tab is not showing the System:Print calls
  9. Sure import "Scripts/Functions/ReleaseTableObjects.lua" Script.health = 100 --float "Health" Script.maxHealth = 100 --float "Max Health" Script.mouseSensitivity = 15 --float "Mouse sensitivity" Script.camSmoothing = 2 --float "Cam smoothing" Script.moveSpeed = 2.5 --float "Move Speed" Script.speedMultiplier = 1.5 --float "Run Multiplier" Script.strafeSpeed = 4 --float "Strafe Speed" Script.playerHeight = 1.8 --float "Player Height" Script.jumpForce = 8 --float "Jump Force" Script.flashlighton = false --bool "Flashlight on" Script.useDistance = 2 Script.alive=true Script.eyeheight=1.6 Script.footstepwalkdelay = 500 Script.footsteprundelay = 300 Script.weaponfile=""--path "Weapon" "Prefab (*.pfb):pfb|Prefabs" Script.input={} Script.maxcarryweight=5 Script.throwforce = 500 Script.isairborne=false Script.bloodindex=1 Script.teamid=1--choice "Team" "Neutral,Good,Bad" Script.hurtoffset=Vec3(0) Script.smoothedhurtoffset=Vec3(0) Script.mouseDifference = Vec2(0,0) Script.playerMovement = Vec3(0,0,0) Script.tempJumpForce = 0 function Script:CycleWeapon(direction) local n,weapon local foundindex=false local prevweapon if direction==1 then for n,weapon in pairs(self.weapons) do if foundindex then self:SelectWeapon(n) return end if self.currentweaponindex==n then foundindex=true end end if foundindex then for n,weapon in pairs(self.weapons) do self:SelectWeapon(n) return end end else for n,weapon in pairs(self.weapons) do if prevweapon then if self.currentweaponindex==n then self:SelectWeapon(prevweapon) return end end prevweapon=n end if prevweapon then self:SelectWeapon(prevweapon) end end end function Script:AddWeapon(weapon) if weapon.index==nil then weapon.index=1 end if self.weapons[weapon.index]==nil then self.weapons[weapon.index]=weapon self.weapons[weapon.index].player = self self.weapons[weapon.index].entity:SetParent(self.weapontag) self.weapons[weapon.index].entity:SetPosition(self.weapons[weapon.index].offset) if self.weapons[weapon.index].rotation~=nil then self.weapons[weapon.index].entity:SetPosition(self.weapons[weapon.index].rotation) end self.weapons[weapon.index].entity:Hide() if weapon.index>self.currentweaponindex then self:SelectWeapon(weapon.index) end if self.sound.pickupweapon~=nil then self.sound.pickupweapon:Play() end return true end return false end function Script:SelectWeapon(index) if index~=self.currentweaponindex then if self.weapons[self.currentweaponindex]~=nil then self.weapons[self.currentweaponindex].entity:Hide() end self.currentweaponindex = index if self.weapons[self.currentweaponindex]~=nil then self.weapons[self.currentweaponindex].entity:Show() end self.weaponlowerangle=90 self.suspendfire=false self.weapontag:SetRotation(self.weaponlowerangle,0,0) end end --This function will be called when an entity is loaded in a map. Use this for intitial setup stuff. function Script:Start() self.weapons={} self.currentweaponindex=-1 self.camRotation = self.entity:GetRotation(true) self.weaponlowerangle=0 self.image={} self.image.crosshair = Texture:Load("Materials/HUD/crosshair.tex") self.image.hand = Texture:Load("Materials/HUD/use.tex") self.image.blood={} self.image.blood[1]=Texture:Load("Materials/HUD/blood1.tex") self.image.blood[2]=Texture:Load("Materials/HUD/blood2.tex") self.image.blood[3]=Texture:Load("Materials/HUD/blood3.tex") self.image.blood[4]=Texture:Load("Materials/HUD/blood4.tex") --Load shared sounds self.sound={}--table to store sound in self.sound.flashlight=Sound:Load("Sound/Player/flashlight_02_on.wav") self.sound.damage={} self.sound.damage[1]=Sound:Load("Sound/Impact/body_punch_03.wav") self.sound.damage[2]=Sound:Load("Sound/Impact/body_punch_04.wav") self.sound.pickupweapon=Sound:Load("Sound/Player/pickupammo.wav") self.sound.footsteps={} self.sound.footsteps.concrete={} self.sound.footsteps.concrete.step={} local n for n=1,4 do self.sound.footsteps.concrete.step[n] = Sound:Load("Sound/Footsteps/Concrete/step"..tostring(n)..".wav") end self.sound.footsteps.concrete.jump = Sound:Load("Sound/Footsteps/Concrete/jump.wav") self.bloodoverlay={} self.entity:SetPickMode(0) --Set the type for this object to player self.entity:SetKeyValue("type","player") local mass = self.entity:GetMass() if self.entity:GetMass()==0 then Debug:Error("Player mass should be greater than 0.") end --Create a camera self.camera = Camera:Create() self.camera:SetFOV(70) self.camera:SetRange(0.05,1000) self.camera:SetMultisampleMode((System:GetProperty("multisample","1"))) --Set the camera's rotation to match the player self.camera:SetRotation(self.entity:GetRotation(true)) --Set the camera position at eye height self.camera:SetPosition(self.entity:GetPosition(true)+Vec3(0,self.eyeheight,0)) --Create listener self.listener = Listener:Create(self.camera) --Create flashlight self.flashlight = SpotLight:Create() self.flashlight:SetParent(self.camera,false) self.flashlight:SetPosition(0.2,-0.1,0) self.flashlight:SetRotation(10,-3,0) self.flashlight:SetConeAngles(25,15) self.flashlight:SetShadowMode(Light.Dynamic+Light.Static) if self.flashlighton==false then self.flashlight:Hide() end --Load the default weapon, if one is set self.weapontag = Pivot:Create(self.camera) --------------------------------------------------------------------------- --We want the player model visible in the editor, but invisible in the game --We can achieve this by creating a material, setting the blend mode to make --it invisible, and applying it to the model. --------------------------------------------------------------------------- local material = Material:Create() material:SetBlendMode(5)--Blend.Invisible self.entity:SetMaterial(material) material:Release() self.entity:SetShadowMode(0) local window = Window:GetCurrent() local context = Context:GetCurrent() window:SetMousePosition(Math:Round(context:GetWidth()/2), Math:Round(context:GetHeight()/2)) self.camera:SetRotation(self.camRotation) if self.weaponfile~="" then local prefab = Prefab:Load(self.weaponfile) if prefab~=nil then if prefab.script~=nil then self:AddWeapon(prefab.script) else prefab:Release() end end end end function Script:Release() self.listener:Release() self.flashlight:Release() if self.corpse~=nil then self.corpse:Release() self.corpse=nil end ReleaseTableObjects(self.sound) ReleaseTableObjects(self.image) ReleaseTableObjects(self.weapons) end function Script:Collision(entity,position,normal,speed) if speed>20 then self:Hurt(100) end end function Script:Hurt(damage,distributorOfPain) if self.health>0 then self.sound.damage[math.random(#self.sound.damage)]:Play() self.health = self.health - damage self.hurtoffset = Vec3(math.random(-1,1),math.random(-1,1),0):Normalize()*30 local blood = {} local n=1 blood.texture=self.image.blood[math.random(1,4)] blood.intensity=1 table.insert(self.bloodoverlay,blood) if self.bloodindex>4 then self.bloodindex=1 end if self.health<=0 then self:Kill() end end end function Script:Kill() self.corpse = Pivot:Create() local shape = Shape:Load("Models/Characters/Generic/corpse.phy")--this shape is made from a low-poly CSG sphere, so it will roll around a bit but come to a stop quickly self.corpse:SetShape(shape) if shape~=nil then shape:Release() end self.flashlight:Hide() if self.weapons[self.currentweaponindex]~=nil then self.weapons[self.currentweaponindex]:Hide() end self.corpse:SetMass(5) self.corpse:SetMatrix(self.camera:GetMatrix()) self.camera:SetParent(self.corpse) self.camera:SetPosition(0,0,0) self.camera:SetRotation(0,0,0) self.corpse:SetCollisionType(Collision.Prop) self.corpse:SetSweptCollisionMode(true) self.entity:SetCollisionType(0) self.corpse:SetFriction(10,10) local maxomega=5 self.corpse:SetOmega(Vec3(math.random(-maxomega,maxomega),math.random(-maxomega,maxomega),math.random(-maxomega,maxomega))) local v = self.entity:GetVelocity() if v:Length()>1 then v=v:Normalize() end self.corpse:SetVelocity(Vec3(math.random(-1,1),math.random(-1,1),math.random(-1,1))) self.entity:SetMass(0) self.entity:SetPhysicsMode(Entity.RigidBodyPhysics) end function Script:FindUsableEntity(entity) while entity~=nil do if entity.script then if type(entity.script.Use)=="function" then --If "enable" has not been set, it still won't be "false" so this will pass: if entity.script.enabled~=false then return entity else return nil end end end entity = entity:GetParent() end return nil end function Script:UpdateWorld() local currenttime = Time:GetCurrent() if self.lastweaponhittesttime==nil then self.lastweaponhittesttime=0 end if currenttime - self.lastweaponhittesttime>100 then self.lastweaponhittesttime=currenttime local pickinfo=PickInfo() local p1 = Transform:Point(0,0,0,self.camera,nil) local p2 = Transform:Point(0,0,0.6,self.camera,nil) local pickmode = self.entity:GetPickMode() self.entity:SetPickMode(0) --if self.entity.world:Pick(p1,p2,pickinfo,0.25) then -- self.weaponlowered=true --else -- self.weaponlowered=false --end self.entity:SetPickMode(pickmode) end if self.weaponlowered then self.weaponlowerangle = self.weaponlowerangle + 4 * Time:GetSpeed() else self.weaponlowerangle = self.weaponlowerangle - 4 * Time:GetSpeed() end self.weaponlowerangle = math.max(0,math.min(self.weaponlowerangle,90)) self.weapontag:SetRotation(self.weaponlowerangle,0,0) --Exit the function early if the player is dead if self.health<=0 then return end local window = Window:GetCurrent() local context=Context:GetCurrent() if window:KeyHit(Key.P) then self.camera:SetDebugPhysicsMode(true) end if self.isairborne==true then if self.entity:GetAirborne()==false then if self.weapons[self.currentweaponindex]~=nil then self.weapons[self.currentweaponindex]:BeginLand() end end end self.isairborne = self.entity:GetAirborne() --Mouse look self.currentMousePos = window:GetMousePosition() window:SetMousePosition(Math:Round(context:GetWidth()/2), Math:Round(context:GetHeight()/2)) self.currentMousePos.x = Math:Round(self.currentMousePos.x) self.currentMousePos.y = Math:Round(self.currentMousePos.y) if self.mousezpos==nil then self.mousezpos=0 end if self.currentMousePos.z~=self.mousezpos then if self.weapons[self.currentweaponindex] then if self.weapons[self.currentweaponindex].currentaction==nil then for n=1,math.abs(self.currentMousePos.z-self.mousezpos) do if self.currentMousePos.z>self.mousezpos then self:CycleWeapon(-1) else self:CycleWeapon(1) end end self.mousezpos=self.currentMousePos.z end else self.mousezpos=self.currentMousePos.z end end self.mouseDifference.x = Math:Curve(self.currentMousePos.x - Math:Round(context:GetWidth()/2),self.mouseDifference.x,3) self.mouseDifference.y = Math:Curve(self.currentMousePos.y - Math:Round(context:GetHeight()/2),self.mouseDifference.y,3) self.camRotation.x = Math:Clamp(self.camRotation.x + self.mouseDifference.y / self.mouseSensitivity,-90,90) self.camRotation.y = self.camRotation.y + (self.mouseDifference.x / self.mouseSensitivity) --Adjust the view shake self.hurtoffset.x = Math:Inc(0,self.hurtoffset.x,2*Time:GetSpeed()) self.hurtoffset.y = Math:Inc(0,self.hurtoffset.y,2*Time:GetSpeed()) self.smoothedhurtoffset.x = Math:Curve(self.hurtoffset.x,self.smoothedhurtoffset.x,3) self.smoothedhurtoffset.y = Math:Curve(self.hurtoffset.y,self.smoothedhurtoffset.y,3) --Set the camera angle self.camera:SetRotation(self.camRotation+self.smoothedhurtoffset) --Picking and usage local pickInfo = PickInfo() --Raycast Pick that is being send from the camera in to the world self.canUse = false local fire = false local currentime = Time:GetCurrent() if self.weapons[self.currentweaponindex]~=nil then if self.weapons[self.currentweaponindex].automatic then if window:MouseDown(1) then fire=true else self.suspendfire=false end else if window:MouseHit(1) then fire=true end end end if fire then if self.carryingEntity then local dir = Transform:Vector(0,0,self.throwforce,self.camera,nil) self.carryingEntity:AddForce(dir) self:DropEntityCarrying() else if self.suspendfire~=true then if self.weapons[self.currentweaponindex].clipammo==0 and self.weapons[self.currentweaponindex].automatic==true then self.suspendfire=true end self.weapons[self.currentweaponindex]:Fire() end end end if window:KeyHit(Key.R) then if self.weapons[self.currentweaponindex]~=nil then if type(self.weapons[self.currentweaponindex].CanReload)=="function" then if self.weapons[self.currentweaponindex]:CanReload() then self.suspendfire=false self.weapons[self.currentweaponindex]:Reload() end end end end if window:KeyHit(Key.E) then if self.carryingEntity then self:DropEntityCarrying() else local p0 = self.camera:GetPosition(true) local p1 = Transform:Point(0,0,self.useDistance,self.camera,nil) if self.entity.world:Pick(p0,p1, pickInfo, 0, true) then --Looks for any entity in the hierarchy that has a "Use" function local usableentity = self:FindUsableEntity(pickInfo.entity) if usableentity~=nil then --Use the object, whatever it may be usableentity.script:Use(self) else if self.carryingEntity == nil then mass = pickInfo.entity:GetMass() --Pick up object if it isn't too heavy if mass>0 and mass<=self.maxcarryweight then self.carryingEntity = pickInfo.entity self.carryingobjectcollisiontype = self.carryingEntity:GetCollisionType() self.carryingEntity:SetCollisionType(Collision.Debris) self.carryrotation = Transform:Rotation(pickInfo.entity:GetQuaternion(true),nil,self.camera) self.carryposition = Transform:Point(pickInfo.entity:GetPosition(true),nil,self.camera) end end end end end end --The icon that shows that an object can be picked up or can be interacted with --Amnesia fan, I see. if self.carryingEntity == nil then local p0 = self.camera:GetPosition(true) local p1 = Transform:Point(0,0,self.useDistance,self.camera,nil) if self.entity.world:Pick(p0,p1, pickInfo, 0, true) then if self:FindUsableEntity(pickInfo.entity)~=nil then self.canUse=true else local mass = pickInfo.entity:GetMass() if mass>0 and mass<=self.maxcarryweight then self.canUse = true end end end end end function Script:DropEntityCarrying() self.carryingEntity:SetCollisionType(self.carryingobjectcollisiontype) self.carryingEntity = nil end --This function plays footstep sounds in regular intervals as the player walks function Script:UpdateFootsteps() if self.lastfootsteptime==nil then self.lastfootsteptime=0 end if self.input[0]~=0 or self.input[1]~=0 then local speed = self.entity:GetVelocity():xz():Length() if self.entity:GetAirborne()==false then if (speed>self.moveSpeed*0.5) then local t = Time:GetCurrent() local repeatdelay = self.footstepwalkdelay if speed>self.moveSpeed * (1+(self.speedMultiplier-1)*0.5) then repeatdelay = self.footsteprundelay end if t-self.lastfootsteptime>repeatdelay then self.lastfootsteptime = t local index = math.random(1,4) self.sound.footsteps.concrete.step[index]:Play() end end end end end --This function will be called once per physics update function Script:UpdatePhysics() --Exit the function early if the player is dead if self.health<=0 then return end local window = Window:GetCurrent() --Fade out the screen blood if self.bloodintensity~=nil then if self.bloodintensity>0 then self.bloodintensity = self.bloodintensity-0.01 self.bloodintensity = math.max(0,self.bloodintensity) end end --Update the footstep sounds when walking self:UpdateFootsteps() --Toggle the flash light on and off if window:KeyHit(Key.F) then self.sound.flashlight:Play() if self.flashlight:Hidden() then self.flashlight:Show() else self.flashlight:Hide() end end --Apply forces to make the carried object move the way we want if self.carryingEntity then local currentpos = self.carryingEntity:GetPosition(true) local pos = Transform:Point(self.carryposition,self.camera,nil) local rot = Transform:Rotation(self.carryrotation,self.camera,nil) local maxdiff = 0.5 local diff = pos:DistanceToPoint(currentpos) --Drop the carryinItem when the distance between camera and item exceed the pickdistance if diff>1.5 then self:DropEntityCarrying() else if diff>maxdiff then pos = currentpos + (pos-currentpos):Normalize()*maxdiff diff = maxdiff end self.carryingEntity:PhysicsSetPosition(pos.x,pos.y,pos.z,0.25) self.carryingEntity:PhysicsSetRotation(rot,0.5) end end --Player Movement local movex=0 local movez=0 self.input[0]=0 self.input[1]=0 if window:KeyDown(Key.W) then self.input[1]=self.input[1]+1 end if window:KeyDown(Key.S) then self.input[1]=self.input[1]-1 end if window:KeyDown(Key.D) then self.input[0]=self.input[0]+1 end if window:KeyDown(Key.A) then self.input[0]=self.input[0]-1 end local playerMovement = Vec3(0) playerMovement.x = self.input[0] * self.moveSpeed playerMovement.z = self.input[1] * self.moveSpeed --This prevents "speed hack" strafing due to lazy programming if self.input[0]~=0 and self.input[1]~=0 then playerMovement = playerMovement * 0.70710678 end --if self.entity:GetAirborne() then -- playerMovement = playerMovement * 0.2 --end --Check for running with shift and when not carrying anything if self.carryingEntity == nil and window:KeyDown(Key.Shift) then playerMovement.z = playerMovement.z * self.speedMultiplier end -- Check for jumping local jump = 0 if window:KeyHit(Key.Space) and self:IsAirborne() == 0 then jump = self.jumpForce self.sound.footsteps.concrete.jump:Play() if self.weapons[self.currentweaponindex]~=nil then self.weapons[self.currentweaponindex]:BeginJump() end --Give the player an extra boost when jumping playerMovement = playerMovement * 1.6 end -- Check for crouching --if App.window:KeyHit(Key.ControlKey) then -- crouched = not crouched --end --With smoothing --Position camera at correct height and playerPosition self.entity:SetInput(self.camRotation.y, playerMovement.z, playerMovement.x, jump , false, 1.0, 0.5, true) local playerPos = self.entity:GetPosition() local newCameraPos = self.camera:GetPosition() --local playerTempHeight = ((self:IsCrouched() == 1) and crouchHeight or playerHeight) newCameraPos = Vec3(playerPos.x, newCameraPos.y ,playerPos.z) if newCameraPos.y<playerPos.y + self.eyeheight then newCameraPos.y = Math:Curve(playerPos.y + self.eyeheight, newCameraPos.y, self.camSmoothing) else newCameraPos.y = playerPos.y + self.eyeheight end self.camera:SetPosition(newCameraPos) end --Return whether the player is airborne function Script:IsAirborne() return self.entity:GetAirborne() and 1 or 0 end function Script:PostRender(context) context:SetBlendMode(Blend.Alpha) ----------------------------------------------------------------------- --Draw the blood overlay on the screen to indicate damage local k,v for k,v in pairs(self.bloodoverlay) do if v.intensity>0 then context:SetColor(1,1,1,v.intensity*0.5) context:DrawImage(v.texture,0,0,context:GetWidth(),context:GetHeight()) if self.health>0 then v.intensity = v.intensity-0.02 * Time:GetSpeed() end else self.bloodoverlay[k]=nil end end context:SetColor(1,1,1,1) if self.health>0 then if self.canUse==true and self.carryingEntity == nil then local pickUpX = math.floor((context:GetWidth() - self.image.hand:GetWidth()))/2 local pickUpY = math.floor((context:GetHeight() - self.image.hand:GetHeight()))/2 context:SetBlendMode(Blend.Alpha) context:DrawImage(self.image.hand, pickUpX, pickUpY) else if self.carryingEntity==nil then if self.weapons[self.currentweaponindex]~=nil then if self.image.crosshair then local crossHairX = math.floor((context:GetWidth() - self.image.crosshair:GetWidth()))/2 local crossHairY = math.floor((context:GetHeight() - self.image.crosshair:GetHeight()))/2 context:SetBlendMode(Blend.Alpha) context:DrawImage(self.image.crosshair, crossHairX, crossHairY) end end end end end context:SetBlendMode(1) context:SetColor(0,0,0,0.5) local indent=8 local w = 180 local h = 40 end --Return whether the player is crouching function Script:IsAlive() return self.alive and 1 or 0 end --TakeDamage function Script:TakeDamage(damage) --Decrease health self.health = self.health - damage; --Call OnHit output self:OnHit() --If health lower or equal to zero, the player is dead if self.health <= 0 then self.alive = false --Call the OnDead output self:OnDead() end end --Increase health function Script:ReceiveHealth(healthPoints)--in --Increase health self.health = self.health + healthPoints; --Health can not be more then maximum health if self.health > self.maxHealth then self.health = self.maxHealth end --Call Health received output self.component:CallOutputs("HealthReceived") end --when health is zero or lower, an output call is made function Script:OnDead()--out --Extra check to make sure that the player is no longer alive if not(self:IsAlive()) then self.component:CallOutputs("Ondead") end end --when the player gets damaged we call this output function Script:OnHit()--out self.component:CallOutputs("OnHit") end
  10. @TattieBoJangle Its setup like you said @AggrorJorn When I try to throw it with the left mouse button, nothing happens. It's like something disabled throw physic objects.
  11. Hi guys, I finally purchased the engine My project was updated, I was using the demo 3.2. I have a cardboardbox prefab in my scene, I was able to throw it in the demo. Now with the full version I can't. The physics changed in the 3.3 ?
  12. Be careful, there are some fanboys here that think everyone is a troll. I hope someone find a solution In the past I did some tests in Unity 3D with 1024 textures and worked like a charm. Try in other engines to help see where lies the problem.
  13. As I said earlier in another thread, don't get me wrong, I do like the engine. But I saw some people saying LE2 has a better terrain system and such, and I guess was ok to make thread about it. I think we have some good posts here, thanks for the people who true contributed. Sadly the thread get derailed by catch22, it seems its allowed insult newcomers here. I hope his actions don't make other newcomers afraid to post in this community.
  14. I think I read another LE2.X users saying the same thing about large open scenes and heavy loaded levels. That's why I started this thread, older users call share past experiences with newcomers Thanks for the link Thirsty Panther This was made in LE3 and looks great! Almost HL2
  15. I was looking at the shots of the "The Zone" project made in LE2, and Im impressed by the graphical fidelity. It's possible achieve the same quality in LE3.2 ? Or was LE2 more powerful? :/ Nothing so far made in LE3 come close I think. The lighting and the terrain look so good in LE2 o.õ More screenshots here: http://davelee3d.com/project_thezone.html
  16. Hi guys, If I made the game in C++ using the standard edition will be my game more optimized than the indie lua only version? A mix between C++ and Lua is more optimized than the Lua only version?
  17. Nice... But no. This is not a solution. This will make everything looks ugly and unrealistic. The engine provides dynamic shadows, but we can't use because the engine can't handle it? Sounds like a bad joke. Its a small scene and the engine can't handle the shadows, something is very unoptimized.
  18. This is a huge flaw in the engine. I hope no one lost all your work and maybe your job because of this can occur. Im sure someone will bring a solution
  19. People purchased this, and is our right to ask for something that is very very basic for any 3D Engine and even 2D engines. Don't derail the thread please. @Topic FMOD support should be even better. And is very common in game engines.
  20. Ameshi

    HDR Shader

    thanks nick.ace and shadmar *edit. Tried the 20_pp_hdr.shader and it makes everything super dark There is a way to change the settings?
  21. Seems like the Leadwerks Exporter for Blender was not tested properly
  22. Sorry for the bump, but there still performace updates planned to the engine? Im getting heavy fps drop with light + the dynamic shadow of the grab box thing.
  23. Sadly 3D World Studio don't work on Windows 8. also Going to 2 years already.
  24. Wow, this is laughable. So remove the model system since "who has that much models to benefit" A game is a complex mashup of multimedia content, music is a importante tool to drive player experiences.
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