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Niosop

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Everything posted by Niosop

  1. Since it's open source it might not be too hard to pull the ocean shader implementation out of it and adapt it for LE. http://ngene.wikidot.com/licensing seems to indicate that it would be permissible to do so.
  2. Whole engine looks pretty nice. Seems to be a little rough around the edges, but could be a competitor to LE in the near future. Alot of similarities between them, except they use DX instead of OpenGL. And it's open source, which is a plus for it and should cause it to grow quickly. Josh is really good, but crowd sourcing can lead to explosive development under the right conditions. Biggest drawbacks seem to be that it uses FMOD, which isn't free, and PhysX. I like PhysX, but currently the download site for the SDK is down so new people can't get started with it unless they already have a developer account and the SDK.
  3. You need to make sure you have a skin shader applied to the model. The bones are animated in code, but the actual visualization of the mesh being deformed is done via a shader.
  4. Export to FBX then use ConvertMesh.exe or fbx2gmf.exe to convert.
  5. No problem, glad it was useful to someone. It's such an amazing program, I often find out it can do something I was using an expensive program for before, and Blender often does it better. I'll be posting a retopology tutorial sometime soon, it's really good at that as well.
  6. Niosop

    Design Problem

    I think for the model editor you could leave the script off, the sandbox editor itself works well as a viewer. This is great news, a visual, integrated physics editor will rock (especially if you can set up joints w/ constraints in it).
  7. Niosop

    ip address

    You could check the IP and get reasonably accurate info about location, but IPs shuffle around a little so it's not 100%. But it could work as a layer of protection for people. I'd make sure there was an option to turn it off in case people got annoyed by it, but it's a good idea.
  8. Niosop

    iPad

    No, you're not allowed to put any scripting language on the iPhone. It's how they keep people from running homebrew scripted stuff and force them through the appstore. Unity gets around it by precompiling all the mono stuff so they don't have to put the JIT on there.
  9. Niosop

    ip address

    No, nothing embedded. You could use a product like GeoIP or similar to get an idea of location and a simple Whois would give you some information about who owns that IP block.
  10. Niosop

    iPad

    As long as they don't keep the same restrictions they have on the iPhone, otherwise you'd have to remove the scripting engine from the build.
  11. Last I heard he wanted to create arbitrarily sized platforms via a Lua Thingoid that the Player Controller could stand on. Since we can't scale physics bodies, generating a .phy for them is out, but since he can't get collision callbacks on a Lua created one he's kind of stuck.
  12. So far I'm pretty happy w/ LeadWerks. Like all engines it has some issues, but w/o knowing exactly what you need I can say if they'd affect you. Type of game, graphics quality required, target system specs, features needed, etc would all be helpful to give you useful feedback. You'll find the people here are pretty honest about both the advantages and drawbacks of LeadWerks vs other engines. As far as graphics quality goes, LeadWerks is probably the best you'll find in an Indy engine, and better than a lot of higher priced commercial engines. The only things it's missing right now is MSAA and GI, but Josh is working on both of those so they might be available by the time you're ready to launch. Its use of instancing can help give a significant performance boost but can make it a little harder to do some things. This might be addressed soon as well. LeadWerks has steeper requirements as far as graphics cards go, so if you're targeting lower spec machines it's not the best engine. Unity might be a better bet in that case, but you'll loose realtime shadows unless you want to pay $1500 for Pro, and even with the Pro version it's graphic quality doesn't match LeadWerks. LeadWerks doesn't include a graphical physics editing system to help you visually construct joints and constraints like Unity and the UDK do, but I think one of us might end up writing one soon, and you might be able to use Scythe to do so, but I haven't tried it yet. The community here is smaller than some of the other engines, but there are quite a few very active members who are glad to help answer questions in the forums and Josh is good about chiming in and helping when others don't know the answer. Anyways, all in all LeadWerks is more than worth the $200 price tag and is suitable for most projects in any genre. If you'd like any info about specific features or it's suitability for a specific task just ask and you should get an honest answer.
  13. I don't use 2.5, but in 2.49 you can open up a UV panel and assign a texture there.
  14. Niosop

    Networking

    If you need someone to do a test just let me know. Even just a simple tcp connection or a couple of udp packets using netcat or something to make sure the traffic is getting to you.
  15. Yup. The only problem is you can't import fbx, but as long as you keep the .blend file around it's not a big deal.
  16. Niosop

    Networking

    Have you tried from outside your network?
  17. Niosop

    Networking

    Right, it queries DNS fine, but it's the actual traffic that isn't getting back in, not the DNS request. You have your system set up in a DMZ or just forwarding selected ports? If it's just selected ports are you forwarding TCP instead of UDP by accident?
  18. Niosop

    Networking

    It's quite possible that your router is dropping the packets. When you use your external IP address, the router is actually talking to itself. It may notice that it is doing so, so that it never hits the forwarding chain, because it is not an "incoming" packet. Try testing from outside your network.
  19. Yeah, I usually use FBX instead of OBJ for a final step because FBX preserves smoothing groups and mesh hierarchy properly.
  20. Could you try exporting from blender to fbx instead of obj and running the fbx2gmf converter to see the results?
  21. A quick way for you to do this is just copy another of the vert shaders to that name. The name would no longer describe what it does, but it would stop it from crashing and keep you from having to modify all the material files.
  22. Great tutorial I really think that Blender should be at the top of the list of modeling programs people should look at. It's insanely powerful and FREE! Plus, any tutorials we do for Blender can be used by anyone, where as 3DS,Maya,etc tutorials can only be used by those that either have the program or can afford to buy it.
  23. According to the wiki: This command loads a sound from an audio file. The formats that the engine can load are OGG and WAV. The LoadSound function will return a handle to any previously loaded sound from the same file to avoid loading assets twice.
  24. I think it's because it's set up to only work in game mode, and it doesn't know that you're in game mode when running from C++. This is the relevant line: if GetGlobalString("mode") == "GAME_MODE" then I believe by calling SetGlobalString in your C++ code and setting mode to "GAME_MODE" it might start working. I don't see the documentation for SetGlobalString in the wiki, so not sure of the syntax, but shouldn't be too hard to figure out. If that works for you please post back to let others know.
  25. Hmm, you need to include all the images as well. Best bet might be to save it as a PDF. A PDF printer driver like http://www.bullzip.com/products/pdf/info.php might help.
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