L B
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Posts posted by L B
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From Dexsoft's Indie EULA:
© This license permits the use of the assets for ANY PUBLISHED non-Game application such as simulations, virtual worlds, or other non-Game products,as long as assets are in protected form (dll, exe or some other protected format file).And yes Niosop, that could be a reason. Stopping people legally is plan B when you can't actually stop them physically.
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What's wrong with voting yourself multiple times? You can do that in president votes too!
Sigged!
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For legal purposes, you have to attempt at protecting your assets. Failure does not mean you didn't attempt, so asset protection is more or less a legal matter rather than a real protection.
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Are you kidding me? This is the most irrelevant post of the day. Here, so that your conscience feels good, I'll downvote this one.
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Maybe Tyler could tell you a bit on this, but the raycasting is more than bugged in my version of the headers. I haven't experimented with it in LE or C/C++, so I didn't know how to translate it correctly. Here is my source for it. @Tyler, feel free to fix it:
using System; namespace Leadwerks { public class Pick { public Core.TPick Structure { get; private set; } public Vector3 Position { get { return new Vector3(Structure.x, Structure.y, Structure.z); } } public Vector3 Normal { get { return new Vector3(Structure.nx, Structure.ny, Structure.nz); } } public Entity Entity { get { return new Entity(Structure.entity); } } public Surface Surface { get { return new Surface(Structure.surface); } } } public static class Raycasting { public static bool PointVisible(Vector3 origin, Vector3 end, float radius, int collisionType) { return Convert.ToBoolean(Core.PointVisible(origin.ToFloatArray(), end.ToFloatArray(), radius, collisionType, IntPtr.Zero)); } public static bool EntityVisible(Entity origin, Entity end, float radius, int collisionType) { return Convert.ToBoolean(Core.EntityVisible(origin.Pointer, end.Pointer, radius, collisionType, IntPtr.Zero)); } public static bool LinePick(Pick pick, Vector3 origin, Vector3 end, float radius, int collisionType) { return Convert.ToBoolean(Core.LinePick(pick.Structure, origin.ToFloatArray(), end.ToFloatArray(), radius, collisionType, IntPtr.Zero)); } public static bool EntityPick(Pick pick, Entity entity, float range, float radius, int collisionType) { return Convert.ToBoolean(Core.EntityPick(pick.Structure, entity.Pointer, range, radius, collisionType, IntPtr.Zero)); } public static bool CameraPick(Pick pick, Camera camera, Vector3 position, float radius, int collisionType) { return Convert.ToBoolean(Core.CameraPick(pick.Structure, camera.Pointer, position.ToFloatArray(), radius, collisionType, IntPtr.Zero)); } } }
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These were indeed marked "To review" in my code. Tell me if that seems to fit you more, it will be in the next version:
public Vector3 Project(Vector3 position) { float[] result = new float[3]; Core.CameraProject(this.Pointer, result); return new Vector3(result); } public Vector3 Unproject(Vector3 position) { float[] result = new float[3]; Core.CameraUnproject(this.Pointer, result); return new Vector3(result); }
Thanks for reporting bugs Laurens
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Seriously though, it's always been there, although always been grayed out.
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Will be supported when I add font support to my headers.
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Too bad, I'd like to edit them. Oh well, that might as well come in a year, so better not found hopes on it.
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I'm currently studying the GMF format structure and SDK to create my own tools for it. My main concern is to edit the material name, although this is a key (property) in the structure.
From the Wiki:
? GMF_SURFACE surface block ? 5 number of kids ? 0 block size 92 GMF_PROPERTIES properties block 0 number of kids 36 block size 1 number of properties "material" property 1 name "concrete01" property 1 value
Through the GMF SDK, GMF_PROPERTIES cannot be accessed (not a class) and doesn't have any command attached to it. I'm looking for a way to get something like:
string GMFEntityGetProperty(string name);
And eventually:
void GMFEntitySetProperty(string name);
I think this shouldn't be too hard to add, although I know Josh is busy, but perhaps there is another way of doing it.
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Everyone deserves a day off on Christmas Although I suppose Josh will come back either late at night or tomorrow morning, he's quite dedicated to his engine.
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Actually, it works in one of my maps, not the other.
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Too bad, bought all the packs I needed for now.
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Trying to set the color of a light for my lamp post in the new single-state LUA, apparently not working where it did before:
require("scripts/class") local class=CreateClass(...) function class:CreateObject(model) local object=self.super:CreateObject(model) object.light=CreatePointLight(7,model) object.light:SetColor(Vec4(1, 0, 1, 1)) end
All white to me.
No problem after all. Don't know what happened. Started working for no real reason.
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Is there any way of making this with the GMF SDK? That's the only bad part of the art pipeline, although it's horrible for resource organization. You have random names from random sources of materials, and it's really hard to classify, since some don't even have "abstract::" in front of them.
If it's possible to make with the GMF SDK, has anybody done it? Planned on doing it? If not, I'll start soon.
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That's the reference rendering, what I want to have, not what I have. <<
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For leaves and such, with a good blending of alpha channel.
SSAA can do it, but not MSAA. It would require something else.
http://www.blogcdn.com/www.massively.com/media/2008/01/os2_lotro_fullsize.jpg
As in this picture, look at the leaves and such.
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This pic reminds me I'm in heavy need of proper rocks.
Also notice the smooth alpha blending of the leaves and grass. Wonder how to do this with LE.
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My C# headers should be more than portable to Mono. I tried it once, worked fine. So far you can use WINE to run LE on Linux, although Josh said previously that he had successfully tested on Linux without WINE, with only minor modifications to his source (it's OGL, after all ).
Cool to see more and more people come to C#. I'm perfecting my headers continuously, and as soon Josh releases his compiled Framewerk, I will integrate it seamlessly. LUA scene loading will be included in "Scene.Load()". If you have any suggestions for the C# wrapper, post in the C# section, I'm watching it
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Loading a font is a long task for any engine or application. I suggest you create a FontPool just like you said.
By the way, can you load AAed fonts? I haven't even tried yet, but it would be nice.
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Heh, I think I got what I was after.
I'll build my own gallery on my website.
@Josh: I can't wait for MSAA/SSRT.
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There should be a private "Engine Discussion" forum. "General Programming" doesn't apply to such things.
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I know I can, I have my own server with unlimited bandwidth. The point is to be able to post in the gallery.
I had shrinked and reduced the quality of my picture, although it didn't work. This is an IPB setting.
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I can't upload any more screenshot, because I have apparently used up all my allotted disk space. I guess I could delete my old pictures, but this isn't ideal.
Undo Button
in General Discussion
Posted
You can't enable it, it was there grayed out as a "It will eventually work" sign by Josh.