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franck22000

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Posts posted by franck22000

  1. Hello GameCreator, try this in your movement code loop:

     

    SetBodyVelocity(yourcontroller, Vec3( GetBodyVelocity(yourcontroller).X,- 10.0f, GetBodyVelocity(yourcontroller).Z) );

     

    use it only if the controller is not airborne and it should fix your issue ;)

  2. Hello Yougroove B)

     

    1- No there is no royalties if you are selling your game.

     

    2- As far i know yes you can convert models from blender 2.49 in the engine.

     

    3- Dont know what you mean exactly, why you want to use lightmaps ?

     

    4- You can protect your assets inside an archive with a password.

     

    5- I think it's C/C++ and blitzmax, these are the most used languages.

  3. So today i made a bug report about the decals here: http://www.leadwerks.com/werkspace/tracker/issue-188-decals-issue/

     

    Here is a demo, so you can test and reproduce the problem, please post your remarks in this post so it can maybe help Josh to solve this issue, thanks ! :D

     

    I

     

    WSAD keys and mouse to move camera

     

    Left Mouse Button to add a decal toward the camera direction

     

    Then you can add some decals, and move the camera very close to the decals and see the hudge fps drop :)

    If you have some Dll erros you may need this: http://www.microsoft.com/downloads/fr-fr/details.aspx?FamilyID=bd512d9e-43c8-4655-81bf-9350143d5867

     

    Here is the code that i am using:

     

    if(MouseDown(1))
    {
    
    TCamera _Camera = CRenderer::getInstance()->getMainCamera();
    
    	TPick _Picked;
    
    	CameraPick( &_Picked, _Camera, Vec3(GraphicsWidth() / 2, GraphicsHeight() / 2, 100), 0);
    
    	TMesh _Decal = CreateDecal(_Picked.surface, TFormPoint(Vec3(_Picked.X, _Picked.Y, _Picked.Z), NULL, _Picked.entity), 0.020f);
    
    	EntityParent(_Decal , _Picked.entity, 0);
    	PaintEntity(_Decal , LoadMaterial("abstract::bullethole.mat"));
    	UpdateMesh(_Decal);
    	AddMesh(_Decal , _Picked.entity);
    
    }

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