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ErhanK

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Everything posted by ErhanK

  1. ErhanK

    Quake BSP Loading

    Sorry.. my mistake. I should have tried another bsp. It worked now, thanks.
  2. ErhanK

    Quake BSP Loading

    I installed the plugin, but I'm not sure which functions to call and create a model from BSP. Do you have an article for this?
  3. ErhanK

    Quake BSP Loading

    How can i load a BSP like this?
  4. I just wanted to put it here.
  5. I wouldn't miss something like this, trust me. I will try again and try to provide you with more detailed information.
  6. By the way, the program does not seem to render the black color. When I run the game, the program stops responding. No matter how long I wait, it stays that way.
  7. Hi, I will try again.. After building, I started it from the editor and start.map was open. This is my new computer. I freshly installed the 0.9.5 version and created a project for the first time. It was not a project I had worked on before. However, when I created a fresh project, the project manager informed me to upgrade the project.
  8. Version 0.9.5(Steam) - Build 655
  9. I started a project and built it as both debug and release. Either way, the game hangs on a black screen at the start map. Windows 11 Pro 64-bit (10.0, Build 22631) 13th Gen Intel(R) Core(TM) i7-13700H (20 CPUs), ~2.4GHz NVIDIA GeForce RTX 4060 Laptop GPU 32GB RAM
  10. Great news. I can't wait for the particle and decal system.
  11. ErhanK

    Ultra Engine first try.

    Ultra Engine first try. Works verry well

    © Erhan Karadağ

  12. ErhanK

    Editor WIP

    What I needed most in LE4 was the vertex edit mode. Looks like there will be
  13. ErhanK

    Rogue System

    Which UI framework are you using? It can draw UI on surfaces. I need something like this.
  14. ErhanK

    Bone Lenght

    Thank you but none of those 3d assets are not made by me yet. I decompile and use them temporarily for speed prototyping. They coming from cry of fear, stalker and doom 3 (enemies not seen in video). My models are still under development but it will work fine. All of these motions are animated included iron sight. Btw i have to say something here. The rifle scope seen in white, it's actually rendered by scope camera to texture and it's works fine in engine but, when i'm publish the game it's doesn't work.
  15. ErhanK

    Bone Lenght

    It's very helpful thank you. I might be find way by this?
  16. ErhanK

    Bone Lenght

    I'm just trying to make automatic ragdoll but if a bone is just a point you right. it will doesn't make sense. I thought it might have a beginning and an end like in a blender.
  17. ErhanK

    Bone Lenght

    Ah i forgot to say something thank you I'm using this method but what about a single bone or an end-hierarchy bone?
  18. ErhanK

    Bone Lenght

    Hi. Is there any way to get a bone length in a model?
  19. What if i want to render extra 3rd person character mesh that is casts only own shadows and it's not visible by main FPS camera? How i can make it?
  20. ErhanK

    ifstream

    I'm trying to get it line by line with stop delimeter. I don't know if it exist in Stream class but simply i'm trying this.. ifstream myfile(filename); if(myfile.is_open()) { string item; string name; string type; while(!myfile.eof()) { getline(myfile,item,'|'); getline(myfile,name,'|'); while(getline(myfile,type,'|')) { cout<<type<<endl; } getline(myfile,type,'\n'); } myfile.close(); } Maybe i can do some extraction after stream->ReadLine()
  21. ErhanK

    ifstream

    Hi. When i'm add the fstream header to my project, i'm getting this error : 'EOF': undeclared identifier. It's happens only in leadwerk project. Why is it? I'm trying to parse a custom file like this code: entityDef weapon_shotgun { "weapon_name" "weapon_shotgun" "def_projectile" "projectile_bullet_shotgun" "ammoType" "ammo_shells" "ammoRequired" "1" "clipSize" "8" "mtr_flashShader" "muzzleflash" } so i can generate my entities from it.
  22. So i need this : if (PickInfo.entity->GetKeyValue("GameObjectType") == "NpcBase") { //NPC_Base is my custom actor NPC_Base* tmp = dynamic_cast<NPC_Base*>(PickInfo.entity->GetActor()); tmp->DoSomething(); } and thank you so much :)
  23. I want to call the custom function in a c++ class ... I have one more question. I don't know which is better. I've created a custom actor class. This class creates an entity within itself and attaches itself to it. Should I use this, or should I create an entity, also create a custom actor and then assign that actor to that entity? I gave an example below. //Header class EnemyBaseActor : public Actor { public: EnemyBaseActor(); }; //CPP EnemyBaseActor::EnemyBaseActor(){ this->entity = Model::Load("Models/Zombie.mdl"); this->entity->SetActor(this); } OR // In the main ex. Entity* myEntity = Model::Load("Models/Zombie.mdl"); Actor* zombieActor = new EnemyBaseActor(); //My custom actor. myEntity->SetActor(zombieActor); //zombieActor->Release(); // It's doesn't work. So i didn'n write it. it works in two ways, but which one is right?
  24. Hi. How can i call a custom function on my hitinfo entity? if (PickResult) { if (PickInfo.entity->GetClass() == Entity::ModelClass) { if (PickInfo.entity->GetKeyValue("GameObjectType") == "NpcBase") { //PickInfo.entity-> ?? ex. GetHurt() } } }
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