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franck22000

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Everything posted by franck22000

  1. No problems Josh i am the first one to have enormous difficulties to predict the development time of my projects Thanks for the answer.
  2. I would like to know if we can expect the beta i november or december to organize my project correctly :s
  3. Very good new, cant wait to test anti-aliasing and this kind of thing with the graphic quality of LE3
  4. You mean it's allready programmed in LE3 ? because in LE2 exept the EAX command i see nothing about sounds effects (chorus, delay, dopler...)
  5. For LE3 i think we need a better "sound engine" with more control, LE2 is using some EAX effects but those effects are not working on every PC and every systems so it's not very good. I would like EFX extentions for OpenAL for LE3 More infos here: http://connect.creativelabs.com/developer/Wiki/Introduction%20to%20EFX.aspx
  6. Hello manuel I let Josh answer for the first question and give you some advice on what to do but i can answer 2 and 3 2- Yes Josh have some plan to port the engine at least on Mac Linux and probably other platforms later. 3- Yes there will be a reduction of the price for LE3 if you buy LE2, i guess we will pay only the price difference between the two engines. I let Josh to give you more precision
  7. Hello Vetal here is a C++ example code: TPick _Picked; CameraPick( &_Picked, Camera ( framework camera here ), Vec3(GraphicsWidth() / 2, GraphicsHeight() / 2, 100), 0); TMesh _Decal = CreateDecal(_Picked.surface, TFormPoint(Vec3(_Picked.X, _Picked.Y, _Picked.Z), NULL, _Picked.entity), 20.0/16.0, 32); EntityParent(_Decal , _Picked.entity, 0); PaintEntity(_Decal , LoadMaterial("abstract::bullethole.mat")); AddMesh(_Decal , _Picked.entity);
  8. amazing things will happen soon, you just wait
  9. I dont know how it is for the others non-artists guys but here is my experience with 3DWS and blender - Blender: I never be able to make any good building after hours on it. - 3DWS: after 30minutes i made a very nice looking warehouse with textures...
  10. I cant help you more :s i have tested one 4096x4096 terrain and 4 textures and i can run it with no problems with the 2.4 version, maybe Josh or someone else can help you to find your problem.
  11. Hello, i have no problems with the engine and those drivers on my side, but i dont know how it is with the LE evaluation demo, the engine had a lot of bugfixes since this demo was built. i recommand you to buy it and if the problems persist Josh will surely fix it quite fast If you have some questions about the engine, feel free to ask
  12. It's good because it's easy but as rick said before it can be good too: 1- Make the base architecture of your buildings. By this way you have rapid results and once the base architecture is finished you add some blender/3dsmax mades models in the editor on this building for the complicated parts, it's called modular level design if i remember right. For example, a programmer or level designer can make a room with CSG in 2 minutes and ask for an artist to make models to place inside this room. It save time and 3D artists have less work to do. On a csg editor you can male a good building in a few ammount of time compared to a specialized modeling tool. I dont need to know UV mapping or crazy interfaces of blender or 3dsmax to make some good things. 2- Prototypinq a level By building some CSG brushes, a programmer or level designer can do some prototyping of a level without the need of an 3D artist. Anyway it change nothing for artists if they dont want to use CGS they still can make their buildings in some modeling applications. Valve use CSG a lot, Epic Games use CSG, frictionnal games use CSG, Crytech too, this is not for nothing
  13. Josh can release the engine with phase 1 and 2 done and finishing the last phase after that...
  14. 3DWS integrated in the editor ? Where can i pre-order LE3 ? This would be an awesome thing ! I see 3 part in your roadmap, like someone asked you before, are you planning to complete all of those 3 parts before releasing a beta version ?
  15. Question1: Will it be possible to convert models, textures like before with tools or everything is going to be in the editor ? Because the actual tools are pretty usefull to make some batch for converting multiple models/ textures.
  16. But this is important that if a programmer want to do his own day/night cycle he can do it with no problems and the daynight cycle of the engine can be disabled
  17. I would kill to have that too Josh are you planning something like this ?
  18. Hello Andy, Josh said that he was going to remove this feature so i guess this is not a bug.
  19. In my game project i am doing this kind of thing with all commands: void BaseSoundEngine::PlaySoundSource (TSource Source) { PlaySource(Source); // LW command } So when the command name or arguments are changed i just have to change this function
  20. Thanks for the answer Josh, i will need to rename commands but that was obvious, i feel better now
  21. Very nice article Are you going to release some C headers for LE3 ? Im using only C leadwerks fonctions in my game code, and i want to swith my game on LE3 technology when it will be released and i hope that you are not going to change everything in a radical way
  22. Hello Your sound must be in mono to work corectly with the sound spatialization
  23. Hum i tried in C++ few days ago and i was unable to get it working, Josh can you take a look please, we really need to get decals working
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