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ParaToxic

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Everything posted by ParaToxic

  1. Hello guys, I would like to show you a little progress in my main menu. I added all components, like buttons,labels,panes,sliders and textsliders ( for example the resolution controller ). I also added cameramovement with a non linear movement ( sinus ) and the display submenu for this sample here. I hope you like it, the quality is very bad and the sound isn't at the right position :/ But....enjoy http://www.youtube.com/watch?v=ALLm0MOijME
  2. Look at the new GTX 660. This card is really better than the 560 and costs the same ( maybe a little bit cheaper I don't know )
  3. ParaToxic

    Mages Alchemy

    Very cool game TJ ! I like the idea of that game. I'm looking forward to launch the demo
  4. Hello I would like to make one entity first about 75% transparent and when I select it ( its a division of a kind of slider ) it shouldn't have any transparence anymore. I tried to use EntityColor and set the 4th component to 0.25 but it doesn't work. Is that possible without a shader ? Thanks
  5. I have it just save the distance oft the Position and Rotation and divide them by the steps you want.Then add this steps to the current Position and Rotation
  6. Hello guys I have a question about spline implementation. I have some nodes for different menus in my main menu and want to have a fading of the camera position and rotation from one to an other node. I thought about splines ,but how can I do that in C++ ?? And if , is there a way to do that non linear ( I mean exponentially for example) Thanks
  7. Hei I have a problem in my code.I'm programming a 3D menu and have some components like Buttons,Sliders... Now I wan't to use Raycasting to get the button be selected from the mouse and soone. I load my button with LoadMesh ( not a model!) and set the Key to "MENU" with a value "BUTTON" In my Update function I have the following code: CameraPick(&_raycast,IEngineSystem::Inst()->GetCamera(),Vec3(MouseX(),MouseY(),200)); if(_raycast.entity) { if(GetEntityKey(_raycast.entity,"MENU") == "BUTTON" ) { IMenuComponent* temp = (IMenuComponent*)GetEntityUserData(_raycast.entity); temp->_state = B_SELECTED; IConsole::inst()->Debug("HI"); } } But I never get the BUTTON value of the key.I get allways a null-string..... Can you help me with that ?? Thanks
  8. Yes this is a part of the question.I mean if there are some functions for detecting fingermovement to the right,left,top,bottom ( some custom functions/helpers)
  9. Hello Josh or somebody who develop the LE3 engine.I'm wondering how the input system looks like for LE 3 for android or iOS ( I mean the touchscreen). Which commands you will use in the engine ? I mean for mobile games you have controlsticks, or some detection for moving the finger left,right.... Would be interesting to know something about that Thanks
  10. Sry not yet, haven't got so much time now....school :/ But I will try to do that when I have some time
  11. I would advise you not to use goto at all.It is better to make a kind of state Manager and switch to an other point to start the game from this point
  12. Thanks.I could create a new world for the loading process and load them to this world but I don't know if they will be loaded from the memory when I do so.
  13. Hey in my current Game developing process I want to include a kind of AssetLoader, which loads a file with a list of all Assets used in the game, load them and now I would like to aks you if I should hide them ( the meshes ) or what else I could do ?? The idea is that I have a Mediasystem which loads a video in the Intro state in a seperate Thread and in the mainthread I want to let the Assetloader loads all Assets, so that later the map loading process takes only a few secs because it loads the assets from the memory or cache. What do you think ?
  14. Okey I have it.Haven't seen the exported models folder
  15. Hello I made yesterday a simple room for my game and today I made some lighting in purelight for it.Everything is ready but how can I export it to the Editor ?? I only see in some folders the exported lightmap but purelight create his own UV maps for the models and now I don't know how to merge that to the normal diffuse maps. 'I looking forward to hear a solution for that Thanks
  16. ahh okey thanks shadmar , your the expert here
  17. Hey I have a question. I would like to learn more about shaders and would like to write some surface shaders. Now I see the shader framework works with FragData[0,1,2] and not only with FragColor like in the Post processing part. But what is done with this FragData data ?? I see some stuff like the diffuse and normal data is stored in Fragdata[0] , specular and gloss in FragData[1] and I think this is something what is seperated for the lighting part of the framework. But what exactly is done with the FragData ??? Thanks
  18. I saw that LE3 will support GI..So that is a very good improvement
  19. I think I will play a little bit with PureLight
  20. But whats about all the games with that effect ?? Look at BF 3 or Mirrors Edge ( these inside scenens with the colored walls ). How do they do that ?? I only need this color bleed effect, for example that colored walls reflect their color to near objects
  21. Hei I have a problem with UU3D.I have a mesh with a lot of materials but when I export it to gmf ( includes matfiles but no animation,bones are exported ). And now it exports the materials with the mesh_skin_diffuse.vert shader. Is there a way to change that into non skinned ?? Thanks
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