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T0X1N

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Posts posted by T0X1N

  1. I am using the Beta and I noticed that sprites are not receiving light sources correctly. Put a point light in the scene and put a sprite near the light. Orbit the camera and you will notice that the sprite is lit when it is facing away from the light source. If it faces the light source, it becomes unlit. This also happens if you use a directional light and spotlight. See the screenshots below:

     

    1.jpg

     

    2.jpg

  2. Having a key shortcut to Group and Ungroup selected CSG brushes and/or models in the editor would be a very useful feature to have. This would reduce the time spent selecting brushes that I am constantly tweaking and/or moving around especially when the map becomes more and more populated with entities.

     

    The possible key combinations would be CTRL+G for Group selected objects and CTRL+SHIFT+G to Ungroup selected group.

    • Upvote 7
  3. 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:

     

    hollow.jpg

     

    However, when you save the map and reload it, the issue correct itself and positions the colliders correctly as shown in the screenshot below:

     

    hollow2.jpg

  4. 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.

    • Upvote 1
  5. 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. 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. :)

  7. 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.

  8. 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.

  9. I am as well waiting for the PC version because I am not playing on a console. I heard Rockstar is making a PC port of Red Dead Redemption, just like they do with the GTA series so I wouldn't worry. Plus, I believe Red Dead Redemption is running on the same engine as GTA4, but I am not exactly certain.

  10. Call of Juarez Bound in Blood was a very fun game. The graphics were great while the performance was very good, no lags at all, even during intense fire-fights around great scenery, I was able to keep a very smooth frame rate. It is probably rated on my list of one of my favorite games due to it's action and western theme.

  11. Aggror,

     

    The site is secure when you go to check out since that is how the cart that we use goes by. I know this because I help run the site with my family. It is one of our family-oriented businesses.

  12. 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.

  13. 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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