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dennis

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Posts posted by dennis

  1. ahaa okay, thanks... In crysis they make use of it too, if you open up the console you can run the command: "-DevMode" and then, the character becomes visible. and how this will work in multiplayer then ? is it just that my character isn't seen for me but only for my oponent?

     

    as:

    pc 1: sending coordinates + weapon + looking direction

    pc 2: showing character.

     

    cheers

  2. Hi all,

     

    I have a problem when I add a model to my character controller.

    all animations are working but when I test everything and I look down, I can see the inside of my mesh / model...

    why is this? I attached a example of what my problem is:

     

    problem001.jpg

     

    second:

     

    problem002.jpg

     

    Can someone please help me with fixing this problem? I already changed the camera's position but that doesn't work. could there be a way to make my character invisible from the inside so it could be seen from the outside (this is for multiplayer logics in singleplayer --> as crysis does when entering -devmode)

     

    thanks in common

     

    Cheers

  3. Hello all,

     

    I'd like to know the following:

     

    when I make my scene in the editor, and make LUA scripts for things will happen ingame...

    and the game itself will be made using C#, C++ or C would the engine then also use the LUA files made in the editor when using it's SBX file for the scene ?

     

    So you can make controllers using LUA other game dynamics in C++ or ... and all data holders and such. so the C++ is a shell for the mapfile from the editor.

     

    Cheers

  4. the reason because I won't copy over the whole script is just because there are more than one light. and in the cagelight script there's just place for a single light. I want to make a more hybrid script for my own, just for practicing

     

    it worked :D but the effect is not really wanted. the light is just like a supernova. really powerful.

  5. look at the inherent 'fixture_cagelight' object script... its doing exactly what you are attempting...

    Thanks mack.

    very great help, but still not working :D

    now I used::

     

     

    require("scripts/class")
    require("scripts/constants/collision_const")
    local class=CreateClass(...)
    
    function class:CreateObject(model)
           local object=self.super:CreateObject(model)
           object.model:SetKey("collisiontype", COLLISION_SCENE)
    
    function object:Init()
    self.light1=CreatePointLight(10)
    self.light1:SetColor(Vec4(255, 233, 172, 255))
    self.light1:SetPosition(Vec3(-0.72,10.05,26.95))
    self.light1:SetShadowOffset(0,0.93,0)
    self.light1:SetShadowmapSize(512)
    self.light1:EntityColor(light1, Vec4(0.56))
    self.model:SetShadowMode(0,1)
    self.light1:SetShadowMode(7)
    end
    end

  6. yes, when you made a scene using the editor.

    the abstract file system just loads all information, and even password protected files. just zip them up and make it a .pak file.

    then the engine will search for all available models and even scripts.

    when using pass encrypted zip's you need to set a pass decryption. for more information check out the WIKI :D

  7. Hello all,

    I written a small LUA script. but it isn't working yet.

    can someone tell me whats wrong?

     

     

    require("scripts/class")
    require("scripts/constants/collision_const")
    local class=CreateClass(...)
    
    function class:CreateObject(model)
    	local object=self.super:CreateObject(model)
    	object.model:SetKey("collisiontype", COLLISION_SCENE)
    end
    
    light1 = CreatePointLight(10)
    light1:SetColor(Vec4(255, 233, 172, 255))
    light1:SetShadowmapSize(512)
    EntityColor(light1, Vec4(0.56))
    light1:SetPosition(Vec3(-0.72,10.05,26.95))

     

    I was thinking, to make it a function so I could load all it's parameters inside the game when loading the scene like:

     

     

    function modellighting()
    light1 = CreatePointLight(10)
    light1:SetColor(Vec4(255, 233, 172, 255))
    light1:SetShadowmapSize(512)
    EntityColor(light1, Vec4(0.56))
    light1:SetPosition(Vec3(-0.72,10.05,26.95))
    end

    any other possibility's ?

    Like to hear them, the reason I chose to let the model creates light itself. is because it will costs less time to generate all physics but just only loading the model.

     

    cheers

  8. @naughty alien, thanks... but how to do this in LUA?? is there another way ?

    but it helps, when I look very clear and concentrated to it. some LUA code pops up in my brains.

     

    cheers

  9. Change the color of the light rather that it's intensity. Have a look at the firepit script. It is the trick way to make it faster

    okay thanks, but what part of the script do I need to use for it ?
  10. Hello all,

     

    I'm just losing my mind,.. I'm freaking out here.

    Didn't know how hard it could be to let a light flicker.

     

    Can someone please help me to let a simple point light flicker ?

    My computer is losing control over gravity if you know what I mean :) (for the ones who don't know: it can fly by now)

     

    Cheers

  11. Imo you have to compare apples with apples..

     

    Comparing the console market to the mobile market isn't a fair comparison. Every idiot and his son has a smart phone now. People will pay $1 or $2 for gimmicky things because it is generally an idiots market (just a generalisation so don't take offense).

     

    What I'm saying is that just cuz mobile sales goes up doesn't mean console sales go down, they are not necessarily directly related because they are completely different markets with a small overlap. That being said it doesn't mean that it definitely won't make console sales go down.

     

    If console sales are going down I would say its probably something else rather than the mobile market rising... Perhaps its just getting towards the end of a generation and people are over this generation of consoles.

     

    idk just a thaught

    a few weeks ago I found a article which said that console sales go down because, the PC is upcoming, as a superior

  12. Both MS and the PS3 have a stupidly closed system, and are getting crushed by Apple because of it. Console sales are down something like 30% year over year, while mobile is rising.

    that's true. but why don't they open the market then ? they will earn lots of money with it

  13. thanks, i am new to this, just need some tips to get this going. If i was to import a terrain mesh with the roads, would it be very inefficient compared to using the terrain built in to LE?

    depends on what you like to use, for inside terrains I'm using FPS creator X9, export maps and import in LE

    when I want to create outside terrain's I'd like to use LE's built in editor.

     

    when you are using 3rd party tools you always will have a scaling problem. LE built in tools won't have those problems.

    and please notice that LE textures needs to be in the format DDS and models in GMF the material files need to contain extension .mat

     

    for a window my material file will contain:

     

     

    texture0="abstract::b_win01_d2.dds"
    clamp0=0,0,0
    texture1="abstract::b_win01_d2dot3.dds"
    clamp1=0,0,0
    blend=1
    depthmask=1
    depthtest=1
    overlay=0
    zsort=0
    cullface=1
    castshadows=1
    specular=1.00000000
    bumpscale=1.00000000
    gloss=0.500000000
    shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap_specular.frag"
    shadowshader="abstract::refraction.vert"

     

    for a normal object it will be more like

     

     

    texture0="abstract::wood02_d.dds"
    texture1="abstract::wood02_ddot3.dds"
    shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap_specular.frag"

  14. After DrawImage, Flip().

     

    I also do Update and Render Framework, but I don't know if that is necessary. I have an intro function that is called 5 times in the game loading before the main loop. It draws a background, some icons and my progress bar, along with Flip, Update and Render framework. Each of the 5 calls updates the loading progress bar.

    thanks it loads the image now, but won't show it, why?

    I used:

     

     

    SetBlend(1)
    img = LoadTexture("abstract::tbh.dds")
    DrawImage(img,0,0,800,600)
    SetBlend(0)
    Flip(0)

     

    And

     

    img = LoadTexture("abstract::tbh.dds")
    DrawImage(img,0,0,800,600)
    Flip(0)

     

    How can I show up my image? at least the background is changed colors from gray to black ;)

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