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T0X1N

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Everything posted by T0X1N

  1. This is a continuation of the "Carved CSG causes incorrect navmesh generation" thread since it was locked: http://www.leadwerks.com/werkspace/topic/13848-carved-csg-causes-incorrect-navmesh-generation/ I am using the latest Beta build with the CSG Carve fix. After using the Hollow command on a CSG brush, the colliders are incorrectly positioned outside of the brush. This issue affects NavMesh. Below is a screenshot displaying the issue: However, when you save the map and reload it, the issue correct itself and positions the colliders correctly as shown in the screenshot below:
  2. Experiencing the exact same issue. Here is a screenshot of before Carve and after (This happens when using Hollow also):
  3. The ability to select, move, rotate, and scale vertices, faces, and edges of brushes would be a very handy tool to have in the editor. This will make creating and refining complex geometry a lot easier and intuitive than just doing (or attempting to do this) with only the carve tool. These features were in 3d World Studio, so I am hoping this feature is planned in a future update perhaps? If not, please consider. If I can create E1M1 from DOOM in the Leadwerks editor with no issues, then I will be happy, but right now, without the ability to move vertices, this task is quite hard to do with just the Carve tool.
  4. The art pipeline for LE3 is really impressive. I love the fact that there will be an "ubershader" that will automatically choose settings picked upon the textures loaded. It will make it a hell of a lot easier and faster to create great graphical results to in-app models. Keep these updates a' comin', Josh!
  5. T0X1N

    Custom Font

    The DDS files seem to be corrupted or something. I can't even open the DDS files in Photoshop with the Nvidia plugin. Try re-converting the font again using FontStudio.
  6. T0X1N

    Louie, Lua

    Very nice, Josh. Better debugging is a great enhancement to the LUA integration also the easier entity network handling is great news as well. Networking is something that I can use very so since our current project, Grim, is going to have online multiplayer modes.
  7. Hi Paul, yes the project is still in development and is very much alive, behind scenes. We are taking time into a quality game that will try to meet the AAA quality requirements. As our project team is fairly small, a release date cannot be determined. We are trying our absolute best at achieving this long term goal. Sometime in the near future, I will post some new content from our game, Grim, here and on our website.
  8. Congrats, RVL! I cannot wait. I will also be picking this up since I love these type of puzzle games.
  9. Thanks for the comment, RVL. More information on Grim will be released soon.
  10. Hi ZioRed, Thanks for the comment. I will most defiantly post more blogs on here.
  11. Thanks for your comment, Rick. Yes, it is something new for us we just got into and, for a matter of fact, I could not begin to explain how much easier it makes things. To have things properly documented is great for both development and for the final product because you can then share with the documentation in a "behind the scenes" of the game. Yes it is boring at first, but you have to force yourself to achieve it because, like I said, it makes the development so much easier on yourself and the others that are working on the project with you.
  12. Thanks GIMPY73. We will keep posting updates as they come.
  13. Hi Pixel, Thanks for all of your support towards our project. I sure will be telling the rest of the team your wishes. I totally agree with your saying "walk the walk" vs "talk the talk". There are lots of devs out there that say that they are going to make this and that, but they show nothing. I feel we have came a long way and finally we are pulling off some professional looking results. I am very happy with where we are at currently, but there is always room for improvement and I am looking forward on continuing our development of Grim. We are gamers first and developers second.
  14. Hello fellow programmers, designers, and hardcore gamers. I just wanted to get on here and make a really short V-Blog about our new video game, Grim. Grim is a Gothic first person action shooter that puts the player into the role of a man, named Russ, who possesses some of the powers from the Grim Reaper during a zombie apocalypse, controlled under a horrifying evil cult, in a wintry setting. With countless hours of enjoyment and easy to pick up controls, the main purpose of Grim was to make a game that was action packed and fun to come back to at anytime. We spent a lot of time polishing the controls. One thing I personally absolutely hate about some games is the control scheme or how the movement acts. In our game, the movement is fast, very smooth, and feels very natural. We wanted to give a sensation that the player is in control of a complete bad-bum blowing up zombie heads and punishing with hatred against the horrid cult. Many would notice right away that this is our first attempt into AAA territory in gaming and that is very true. We do have a couple of games that we made in the past, some are released, but others are collecting dust in an external hard drive. Since we do have experience in developing games, we wanted to take on a challenge and actually create a feature length game, and that idea soon evolved into Grim. We spent many months in the planning stages of Grim because we wanted to develop this game efficiently, correctly, and we wanted to get the closest experience of working behind the scenes of a professional game design studio. Not only this, but we also wanted to create the documentation for fresh blood joining in on our project and for sweet memories. So far, creating this documentation has been great for us because we have something to rely on while we develop. It reminds us where we are going for the style of Grim and keeps us locked into that style. Although it can be unhealthy thinking dark and inhumane thoughts, but we will give whatever it takes to make this game. On the development side, we are exploring the Leadwerks engine's capabilities in the Art pipeline and programming. So far, we have a lot of work left for us to go still. Just like any indie video game developer would say about a release date, "when it is done". We currently have a website (www.grimthegame.com) that explains the first part of the story of Grim so far. We will release more info as we develop this exciting new action shooter, Grim, coming from our sick and twisted minds that is, Toxin Games. Kevin Schuster CEO of Toxin Games & Lead Developer of Grim www.grimthegame.com www.toxingames.com
  15. T0X1N

    Field of View

    Is this the thread you were looking for: http://leadwerks.com/werkspace/index.php?/topic/2575-set-fov-and-set-fog/page__p__23966#entry23966 The FOV by default is 90 degrees I believe.
  16. I forgot to mention that I am using LE 2.31 with Framework. SetEntityScale() is not an available command, but if I use ScaleEntity(terrain, Vec3(scaleval#)) my terrain is completely flattened. I am using LoadScene, this code is within the ProcessScene() code for terrain loading. I am using "test.sbx" as my scene that I am loading so the heightmap is called "test_height.raw". Thanks for the response though. EDIT: Gah, I am such an idiot. LoadScene() does load the terrain including all the textures, heightmap data, and the alphamap data. I have been freeing the terrain the whole time with the command FreeEntity(scene) inside the ProcessScene() function and trying to replicate a task that has already been done for me. Freeing the scene from memory deletes the terrain because the terrain is parented with the scene entity. I was over complicating such a simple task.
  17. Hi, I am having some trouble figuring out how to load terrain from a .SBX scene. In the editor, I am using 2048 resolution, 1 meter per tile, and 100 as the altitude. I am also using the Framewerk library in my program. My problem is with the altitude. When I load the terrain's height map into my program, it looks like it uses 1000 as the default altitude. My question is how do I lower the altitude to 100? Here is my current code that creates and loads a height map: terrain = CreateTerrain( atoi(GetEntityKey(entity,"resolution", "2048"))); LoadTerrainHeightmap(terrain,"test_height.raw"); EntityType(terrain,1); I have tried looking through the wiki, but it really does not explain what SetTerrainHeight() does and how to use it and I have tried looking through the forums and found nothing explaining how to load terrain directly from a scene. Also, getting the "resolution" does not seem to work with GetEntityKey as it just uses the default value. Thanks, in advance.
  18. That is weird because I cannot get that formula that you both wrote to work. Instead, I found this formula work: flt zoom=0.0; flt fov=90; zoom = 1.0 / tan(fov*3.14159265/360); I tried this because I modified a formula I found here to work with the camera zoom. Like macklebee mentioned, the default FOV is 90 degrees. The other formula says 45 degrees is the default and multiplying that with PIE then dividing that with 180 will give 1.000. I basically took that and made 180=360 because 360/4=90 whereas 180/4=45. It makes sense there, but I cannot figure out why you guys are getting your formula to work and I cannot. Anyway, at least I found this formula to work.
  19. That looks like a fun game. Cannot wait until I get to try it.
  20. Awesome news, I cannot wait to try this.
  21. T0X1N

    node?

    AI nodes are there to make paths for entities. Right now, you will have to make a script telling an entity to follow an AI node path just like the flythrough script where a camera follows a rail that is consisted of camera nodes that the user makes in the editor. This will be used to make AI for enemies, characters, and anything that needs paths to follow.
  22. That is a great question, I would like to know also.
  23. T0X1N

    node?

    Since there is no icon for the AI node also, I went ahead and made one for it just like Flexman did for the camera node. This will make it easier to select an AI node and build a path for future AI uses. ai_node_icon.zip
  24. One way to do that is to use light:SetParent(model) light = your light entity and model = your model
  25. T0X1N

    node?

    Thanks for uploading a camera node icon, Flexman. I too did make one, but it was a very quick graphic that I found on google images. This one is much better than the one I had.
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