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Posts posted by Masterxilo
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2 years and 10 days after release is not what I'd call early.
Many proprietary engines designed specifically for a game are finished together with the game after two years.
However, I see LE is not quite comparable to this.
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Thanks a lot for this update.
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I don't think the terrain physics body/mesh is convex xD
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Make sure you use these settings when importing:
But to make the whole terrain higher, can't you just modify the terrain height scale/max height within editor?
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It should be called after in order to make it have an effect.
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Did you set up:
Collisions(TERRAIN_COL,TERRAIN_COL);
?
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Hi Ammo!
Please don't bump that old (6 months xD) threads but rather make a new thread and include a reference there.
Though I see you couldn't make a feature request since you don't own the engine.
Remapping the keyboard shortcuts has been a feature request since any were defined (since the first leadwerks sandbox).
This might come eventually (wouldn't know that it's possible right now, is it?).
But I think you'll find an application somewhere on the internet that does exactly what you want (map key X to Y...). (Or can windows do this? I think it can only with the mouse buttons.)
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Indeed. Abstraction FTW!
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Where can I find an entities key name?
For example the atmosphere entity does have a key with the name of "name" describing the name it was given in the editor, but I'm unable to discover the rest of its keys in order to use them in building a scene.
Any text string can be a "key" for Set/GetEntityKey. There are just special keys which already have a reaction coded in the base class script. See 'class.lua'.
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The functionality to combine 6 textures into a cubemap at runtime might be here:
http://www.leadwerks.com/wiki/index.php?title=Buffers#SetColorBuffer
haven't tried it yet though.
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I don't think 3.0 is so far in dev that this could be said. From what I've heard, command names are going to be changed, but that would just be a simple "Replace all occurrences of ... in whole project with ...".
I guess some bigger things/internal workings are going to be changed quite a lot, so you'll for sure have to do some adapting. But if you're coding in a "code-reuse" and "program-the-same-thing-only-once" manner and further abstract the foundations the engine give, that shouldn't be too much of a problem.
At least not anything to stop/wait for
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While for 2) you'd first have to attach/parent a physics pivot to the hand. And this method would be the least accurate I guess.
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It means 0. Just inaccuracy. Or the value hasn't been initialized yet.
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Add the patha of <le root>/cpp and <le root>/cpp/leo to the VC++ include directories.
Described here for example.
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like CoD:MW2 where you can start shooting through a wall until it breaks and kills an enemy behind it
You can't destroy anything in CoD (except for scripted things in the campaign maybe). I guess you meant Battlefield BC2.
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Instead of scratching other things and always adding new ones, there should really be a viewable list of what is planned to be done.
Sure new ideas from the developer's side are good, but user requests shouldn't be ignored.
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Use a textured plane.
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This would be more general purpose:
void ForEachChildDo(TEntity entity, void (*function)(TEntity,byte*), byte* extra, bool recursive = true, bool includeSelf = true) { for(int i = 1; i <= CountChildren(entity); i++) { if (recursive) ForEachChildDo(GetChild(entity, i), function, extra); else function(GetChild(entity, i), extra); } if (includeSelf)function(entity, extra); }
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Just have four "TBuffer mybackbuffers[4];" and render to these, then draw those to the window's BackBuffer() using DrawImage() as Lumooja suggested.
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CountChildren() counts all direct child entities (children of exactly this entity) while FindChild() finds children and subchildren (->recursive).
To loop through all bones of a skeleton, you'll have to write a recursive method that stores the current bone and calls the store method for all of it's chilren.
To do thaat, it would use CountChildren() and GetChild().
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Scaling of models is not (fully) supported. Change the model/mesh in a modeling application instead.
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2097152 bytes, but it should be (1024)*(1024/8)*(4) (RGBA 8-bit) = 524288 bytes
The format of the terrain height data raw is single channel 16bit/ 2 byte (one entry for each gridpoint), so the file size IS correct
1024*1024*2 == 2097152
I don't know if your image editing program can load double precision single channel data. Can you set how to load the raw?
In Photoshop, there's this dialog and you'd need the following settings:
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You can render the buffer as an image to a buffer with any size. Make your 256 texture a buffer, make it the current render target and draw the bigger buffer as a stretched image/texture.
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But you did buy 2.3?
Get the current drawing font
in Suggestion Box
Posted
+, getter-methods are always good.
There are many of those small functions that should just be there.