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About Niosop

  • Birthday 08/15/1977

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  • Gender
  • Location
    New Mexico
  • Interests
    Programming, web development, OpenSolaris, Linux, XKCD, 3D modeling, reading (when I have time), tasty red meat, Python, Django, Javascript, LeadWerks, Unity3D, probably some other stuff.
  1. DXT5nm typically also clears out the R and B channels of the texture and reconstructs the Z component of the normal in the shader from the X and Y (A and G) components.
  2. Grab substance player (http://www.allegorithmic.com/products/player), it comes with some free substances and you can pull the height map out of it and use it as the alpha channel. There's some other free substances out there if the ones it comes with aren't good enough, or if you need something special let me know and I'll create some for you.
  3. My last terrain shader used RGB for albedo, Alpha for specular, then a separate Alpha8 texture for height. To determine which texture to display it would take splat value * texture height value. There would be some blending at very close values, but mostly it resulted in well defined transitions that looked pretty good. If there's room in the shader then adding a base offset and height multiplier could add some flexibility. Since you have the height you could use it for POM if you wanted as well. An early version of the system is shown here: I believe that BF3 uses a similar
  4. I'm guessing the texture stages are generated on the GPU? So this doesn't give you the constant VRAM usage that mega-textures traditionally do, but does give you unlimited texture layers and decals w/ only a small VRAM overhead?
  5. Haven't worked w/ LE in a while, so there might be some reason I don't remember why this wouldn't work, but how I always handle deforming clothing is just to have every possible deforming clothing item weighted to the same armature and exported in the same file as the character, but as different objects. Then in the engine just disable all the clothing that they are not wearing. I've used this method before and am using it right now for a game I'm working on and it works great.
  6. The main advantage TCP gives is "guaranteed delivery". Packets you send via TCP will be processed in the order they were sent (packet reordering) and will be retransmitted if lost. Also, having a TCP stream associated with a client allows you to do authentication when the stream is established and not worry about it after that. It also makes spoofing the source IP much, much harder due to TCP's three way handshake. Everything TCP does can be implemented on top of UDP application side, but eventually you end up just remaking TCP, but with all the additional stuff having to be handled i
  7. Niosop


    There's no way you can account for every possible use case in the general release editor, and even trying would result in an unusable mess with a bunch of features that most people have no use for. Say I want to select a bunch of empty game objects, either exported from my modeling program or manually placed. I want to select an arbitrary number of models and have it randomly place one of those models at each of the empty positions, as a child of that empty, based on a seed value I provide, deleting any existing children. It should then randomly rotate each of these models about an axis
  8. Niosop


    It's kind of frightening to me that people are already unsatisfied with a tool that isn't even done. What needs to be fixed? As you know, I'm a big fan of both LE and Unity. As I see it there's a few reasons why Unity has gained popularity. 1) Multi-platform deployment. LE3 takes care of this, and if it's all included in the base license then it's even better than Unity which charges separately for Android and iPhone/iPad deployment licenses. Only thing missing is web deployment in LE but it's not a huge deal to me. 2) Component based programming. LUA scripting in LE does
  9. Niosop

    Android Progress

    Is Lua going to be a problem for IOS devices? IIRC, Apple is pretty down on any scripting languages being used. Would all the scripts be run through a Lua AOT compiler first? Or am I misunderstanding Apple's policies?
  10. Niosop


    No, I was talking about actual 3D voxels, then reskinning it to create a (hopefully) simplified mesh.
  11. Niosop


    I'd say get in touch with this guy: http://www.arongranberg.com/unity/a-pathfinding/ and see if he'd want to do it. His Unity implementation is pretty nice, offers good performance and a bunch of features including grid based, point based, imported navmesh and recast based navmesh generation. I like having the option of using different types, as navmeshes are very performant if you don't need to change it at runtime, but grid based is a lot faster to update if you need to dynamically add obstacles at runtime. Multithreading is also a huge plus, since I usually don't care if a path
  12. You could always apply a blurring algorithm to get softer shadows afterwards. But having visually appealing shadow resolution at various distances would be great.
  13. If you're doing it outside the editor then you might try linking directly against libtheoraplayer and not using the Lua object. I have no idea where that post/video might have gone, I can't seem to find it anywhere on the site.

  14. Hi Niosop,

    I am working on displaying videos with Lua. Ofcourse i am using your cool theora player for this. I seem to remeber this video tutorial or article you made about it, on how to use it. Do you know which article or video I mean. Because I can't I having trouble loading a video in a game script outside the editor.

    Thx Aggror

  15. When you do go for some first round funding, I'd consider spending it on some middleware licensing and integration. Even if you got a couple additional programmers, it would still take forever to implement stuff that's already out there. Something like CloakWorks could probably be had for very cheap as it's just starting up. Scaleform or another GUI middleware would also be very nice to have. An integrated lightmapper could do wonders as well. You already have one of the best dynamic lighting systems out there, but it's never going to compare to precalculated lighting. Combining
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