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Extrem offroad: Sloped old road vs powerful jeep
Marcousik commented on Marcousik's video in Work in Progress
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View this video Description This is a demo for a future offroad game. It demonstrates what a typical offroad drive could be in this game. It is a challenge for the driver to find a way on this broken road. The player has to follow an old forgotten road, the nature has slowly begun to cover. In the future, it supposed to let you deliver things to NPCs, win points on the road... I plan to add mud, water physics and visual effect, sounds, music, buildings, NPCs, cars upgrades, repai
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This is a demo for a future offroad game. It demonstrates what a typical offroad drive could be in this game. It is a challenge for the driver to find a way on this broken road. The player has to follow an old forgotten road, the nature has slowly begun to cover. In the future, it supposed to let you deliver things to NPCs, win points on the road... I plan to add mud, water physics and visual effect, sounds, music, buildings, NPCs, cars upgrades, repairing tools for broken pieces... There will be no minimap, maybe a reduced map to get maximal immersion.
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If you permit it, I share here a passed blog entry about creating terrain from a lua script. I found a few mathematical possibilities to simulate the perlin effect and to create a 3D hill but it has the limits that you cannot make the hill high as you want, without that the base will become somehow buggy. Maybe you can share some of other tricks to get it done...
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Shouldn't it be; roadModel:UpdateAABB(Entity.LocalAABB | Entity.GlobalAABB) > I got it from there: https://www.leadwerks.com/learn?page=API-Reference_Object_Surface_Add > No it is not needed. Thx for reply. I don't know where is the problem. In the editor you can easily collapse models with different surfaces/materials and generate a polymesh shape. But seems not possible in script. Because collapsing make the entire model with one unique material. I got the shape to be right generated with this: So I created 2 different models wi
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mmh I don't get it to work.. Something must be wrong but I don't know what. But I could get it running by creating 2 differents models, but maybe worse for performances.
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thx, Yes I tried that. But then I lost the 2 different Materials applied on the 2 different surfaces ! Is there something else ?
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Marcousik started following Set Shape with script
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How should I set a complete polymesh shape with a script on a model with 2 surfaces? I construct the shape like this: local surf1 = Model:GetSurface(0) local surf2 = Model:GetSurface(1) local Shape1 = PolyMesh(surf1) local Shape2 = PolyMesh(surf2) Model:SetShape(--- ??? ----) How to I set the two shapes on one model ????? Thx for help