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ParaToxic

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Posts posted by ParaToxic

  1. You can generate dynamic cubemaps by yourself,but with the help of C/lua etc ,because you need the reflection cameras for the realtime reflections ,so you can't do this in GLSL only.

    I think in youtube is a video of a member who made a realtime reflection program/shader with a rotating cube.

  2. I found a way to solf this problem ... you have to disconnect the faces which you want to get hard edges ... but of course the number of vertices expands. biggrin.png

     

     

     

     

    A few Pictures for demonstratinon

     

     

    post-2191-0-27416500-1336057786_thumb.png

     

    post-2191-0-17296100-1336057812_thumb.png

  3. Hey I made a model for some tests in Cinema4D and exported it in FBX to LE.But now my problem is that LE haven't got phong angle limit ,so you can't see the corners of some parts of the model.

    Is there a way to fix that or use the phong informations of the FBX file?

     

    Here some facts :)

    C4D:post-2191-0-31451100-1335980596_thumb.jpg

    LE:post-2191-0-84934200-1335980611_thumb.jpg

     

    and a test with a model where you can see a phong error:post-2191-0-59303700-1335980647_thumb.jpg

     

    I hope you can help me

  4. Hey I want to make some meshes in my scene with a colored transparent material which should create colored shadows.In the old werkspace was a tutorial for the transparent material and the shadows for it but I can't find it anymore.Have somebody saved this tutorial and can post it?

     

    Thanks

  5. Thanks for trying :)

     

    My first idea was to make this kind of fog atmosphere with the bright to make it a little bit more interesting for the player.I think I would first make a kind of zombie game with some levels and weapons.Then I would like to add a multiplayer mode for deathmatch or something like that.

    So I haven't a accurate idea yet,maybe somebody else have :D

  6. The idea with the active value is good,so I set the sound entities not to active and set them later in the game to active?

    To find the entitys I have to use FindChild for the scene and then set the entity keys,but what I have to search for with the Findchild funktion ?(Maybe the name of the Sounds?)

  7. Hey I would like to load a gamescene via LoadScene and disable the sound before the call,because I have some sound "emitter" in the scene and it isn't very good to hear the ambient and some other sounds while loading the scene.

     

    Is there a way to disable/enable all sounds in LE?

     

    Thanks

  8. Yes I understand ,your not the person I mean,I thought the post "@mumbles - i dont questioning skills ... how could i.

    By bumping the fine detail of linux however you have to live with remarks, every now and again me thinks. biggrin.png " is a kind of joke about my skills....

     

    I hope you don't think I'm angry about something ,it's only the fact ,that this test/demp whatever don't run on some computers and it is a little bit painful for me :D

  9. First my idea was to make a splashscreenclass with fade in and fade out function ,where you can give the time as a parameter.I will use this class for the intro(some screens like "Works good on Core 2 Dual Extreme" xD) and later for a loadscreen.

    The second point isa ,that my game is based on some state classes.I use 3 classes for State_Introclass/Menuclass/Gameclass and an enum for a state variable.

     

    So it is better to make everything OOP ,so that I can edit the object for new features or corrections.

     

    Please don't joke about my skills.I can't express all what I mean and everything what you say in english,because I'am not an English...

  10. I will make a new splashscreen class and use my stabileclass to look whether the system is running stabile after the scene is loaded and then fade out the splashscreen and spawn the player

  11. Thanks for the long post :D

    I suggest to go two steps back and dont complicate things for starters. Build samples for features, get into app design and assemble it into smaller builds till you tackle your game code as such.

     

    Why ? I made it exactly like in your example code and got some Graphics call errors ,so I wrote it with some errorout functions.The idea of the test build was to test the stabileclass of the coming game to spawn the player when the application is running stabile after loading the scene.I forgot to make a variable to check the stability only after the scene loading ,because later ,when you look at the sky and then on lots of trees ,the system doesn't run stabile and spawn the player a second time.

     

    I think I will make a kind of gameupdater and make a setting config file like you said at the post above.

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