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dennis

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Posts posted by dennis

  1. to add a 2D image to your game you just need to load a texture then draw it

     

     

    //load image

    texture = LoadTexture("abstract::texture.dds");

     

     

    //call after each frame renderd

    {

    //set blend

    SetBlend(BLEND_ALPHA);

     

    //draw image at position 0,0 that has a width and height of 100

    DrawImage(texture,0,0,100,100);

     

    //set blend

    SetBlend(BLEND_NONE);

    }

    Then how would you set dynamic keys such as a health bar and damage?

    where to find those thing?

  2. Hmmm maybe add in some props like a bit of wire fencing to keep people out of certain area. Warning signs, barrels, light poles, silo's etc. just to liven it up a bit.

     

    possibly reduce the specular/gloss on the smoke towers too.

     

    I would suggest doing a google search on power plants and seeing what fan dangle props would suite.

     

    but looks like a good start.

     

     

     

    OMG! HAHAHA you make me crack up!

    hehe, thanks! both of you, will start in it asap. and maybe will share the model on the forums here too.

    just as thanks gift

  3. i would scale down the size of the textures on the meshes... they appear to be way too large... maybe take them to 1/4 or 1/8 scale of what you currently have... as for your two smokestacks (or are they cooling towers?), maybe try increasing the number of sides to get a more rounded look...

     

    and for just starting, its better than my first attempts... all my models for some reason looked like weird mushrooms :P <inside joke> ;)

     

    thanks for your reply ;)

    things I should add? and are the texture styles correct?

     

    regards,

  4. I just put the texture on the model and use tools\uv map. Looks the same in the editor, but I only use ac3d for models, not levels.

    okay thanks, I use it for models too, but since it's a corridor. you can see it as part of the scene :lol:

  5. I don't know AC3D, but it looks as you set the texture scale in it. Leadwerks, doesn't handle texturescales, instead you need to to adjust the UV coords of your model to match the desired look.

    I already did that but it doesn't work.

    it gives the same effect, that is the whole problem

  6. Hello all,

     

    I have a problem with a texture scale, in my AC3D editor all the textures are correct in size.

    but when I export them to obj and convert them to .GMF and view in the model viewer,

    the textures won't match anymore. and are the wrong scale. I attached a screenshot.

    of what I mean.

     

    post-2125-0-81407100-1323245099_thumb.png

     

    also, when everything is working fine I will share this corridor with different textures.

     

    ps. sorry for my English, needed to do fast because of a important meeting

     

    cheers

  7. Making video games and all that is involved with doing so takes a very, very long time. The most experienced people here have been doing so for many many years all while having family and full-time jobs, and all that comes with life and most have never finished a game yet.

     

    There isn't much to be supportive about because in life you'll never have enough time to do all that you want and there isn't much you can do about that. This is true when you are 18 and will be true when you are 60. Just prioritize the things you really want to do and go after them.

     

    If you truly want a multi-threaded loading feature then you can either do it yourself as Pixel mentioned or wait until LE3.

     

     

    Not trying to be mean or anything, this is just the reality. Pick and choose what's really important to you.

    Haha I know what you mean :mellow: was just kidding

    but I can have enough time, by give myself less sleep and such

  8. I find most programmers who are good with one language can move between languages pretty easily. Take your time, review the language and the rest should come easily. I don't use LUA at all currently, I code everything in C++ but I don't think I'd find the transition to LUA much of a challenge.

    I know, the transition isn't that hard. but it need some time, and the problem is, I don't have much of that high valuable stuff :)

    with all the exams I have till march 2012 :D and I need to hold my good athletic shape off-course. (can't believe I'd said that :) )

    but yeah, the army :)

     

    thanks for your tips :)

     

    Cheers

  9. Leadwerks 2 does not inherently support multi-threaded execution so you can't simply load the level data in the background whilst executing LE code in the foreground. However, I know others have looked at this in the past and come up with a few suggestions. You might want to search the forum for previous threads on this or hopefully someone who may have implemented a solution might see this and provide some more direct input.

    okay thanks, and what about the pre-loading? such as a normal loading screen?

  10. If I can, ask away!

     

    When I load my scene, it just loads fine and such... but it takes a terrible time (it's too big) so I thought, maybe place a cutscene before the game start...

    but now I can make the cutscene and such. but How will be be able to:

     

    Show the cutscene

    background load all the files (simply by use Loadmaterial and Loadscene ...)

    then hide the cutscene when it's done.

     

     

    How can I do this?

    can you give me a shot in the right direction?

  11. You simply need to load a character model and move it to match your controller position and rotation in each iteration of the game loop. You will probably want to tie in suitable animation control for your character too so it animates as it moves. Take a look at the various tutorials dealing with loading characters and controlling animation. However, if you do this you will probably need a model that supports weapon attachments and has existing animation support for the weapon rather than using a stand alone weapon and simulated arms which is not expected to have a full model for the player.

     

    Not sure why you are wanting this if you are not planning on having third person camera support? If it's just for a third person view of the players death then you could just substitute in a model with a death animation at that point.

    it would be for multiplayer. so you can see the enemy walking. instead of a walking weapon

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