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Road Kill Kenny

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Everything posted by Road Kill Kenny

  1. Hi I am having an issue sometimes when copying my game to by another computer. When I run the .exe it fails to load all the textures and then crashes because it tried to use a texture that failed to load. I don't understand why its not loading the textures because after looking in the folder the textures are in the exact file path mentioned in the console. Here's the wierd thing, it doesn't do this when I copy it to my Wife's computer and in the past I have copied the game to my Brother's computer and the same textures have successfully loaded. In fact I just tested that old exe which used the last Leadwerks build and it worked. However, I have not changed the abstract path or in fact anything to do with these textures since the last time. Could it possibly have something to do with the latest LeadWerks release? Any help is greatly appreciated. P.S. Mine & my wife's computer have ATI cards and my bro has an NVidea
  2. yeh AppSpeed()... Well It depends how you move your controller. I don't use the LE Controller so I'm actually moving my controller by a physical distance every frame * AppSpeed()... Hence you calculate the '7m' by getting your distance*AppSpeed(). I'm not sure I know how the LE controller works but you could find out what the rate of movement at 60fps and then that would be your distance. Didn't have time to read what Aily posted though. I've never actually done this. It's just how I would attempt to do it. P.S. because the controller goes the same speed up hill and down and flat... you may want to not find the Entity distance in 3D space but rather in 2D space from top down.... as in the Z & X planes only.
  3. Say you have 30m between nodes... and for example sake your controller moves 7 m per frame because your computer is going slow so we get some psuedo code like this: 1. Get distance between player and next node 2. If 'distance' >= 7m, move player 7m towards node goto step 5. 3. else 'remainder' = 7-'distance'. Move controller forward by 'distance' (eg.28m in and only 2m to go to 30m so move forward 2... remainder = 7-2=5) 4. Point controller to the next node in the list and Move controller forward by 'remainder' (eg. move controller 5m towards the next node) 5. end That should do the trick.
  4. I'm pretty darn certain its not done with height maps and circular brushes like we have in LE. Perhaps Blizzard have a tool for fast generation..... I wouldn't be surprised.
  5. I gotta agree. Its a pretty darn nice day/night cycle. I do like how you have coded the camera to move like the player is stepping. Can't stand static fps cameras well done. Also good job on all that technical behind the scenes stuff with the shaders and custom rendering and all. I have noooo idea where to start when it comes to that stuff.. hehe maybe someday I'll learn it.
  6. Judging by the closer cliff in the foreground it looks like specific models placed on top of a terrain. I wouldn't imagine you could achieve the same look with the LE Terrain editor without adding models to it.
  7. I say the exact same thing as my last post..... I know thats what you were talking about. I thought you meant the horizon as well. If you want you can add more if statements in that to smooth out that transition. Ultimately it is inevitable but you can smooth it out..
  8. Hi Andy, I simulated drag on a vehicle that I was doing in Leadwerks some time ago. The equation in your first post is correct. You just have to assume and approximate a lot of the variables. D = Cd * A * .5 * r * V^2 Cd - Look up some standard coefficients of drag and pick one A - estimate the average facinga area of your model. Approximate is ok remember. V - well you can get that. Its simply the velocity of your object. r... ah remind me what this one is anyway all you have to do is get the opposing vector to the direction of travelt (i.e. a nomralized and negative velocity vector) and then apply the force D that you get from the approximate equation to your object. Now if you don't get a good result.. play around with Cd & A values till it looks right. P.S. I like the screenshot of your game on your blog. You're getting a nice natural look there
  9. Hi Kevin, You need to play around with the distance values (fCurrent) in this section and the negative values following fDDY to get it right for your scene. if(fCurrent<=0.5){ fEdgeDepth = clamp((fDDX + fDDY - 0.001) * 10.0, 0.0, 1.0); } else if(fCurrent>0.5 && fCurrent<=5.0){ fEdgeDepth = clamp((fDDX + fDDY - 0.02) * 10.0, 0.0, 1.0); } else if(fCurrent>5.0 && fCurrent<=9.0){ fEdgeDepth = clamp((fDDX + fDDY - 5.0) * 10.0, 0.0, 1.0); } else if(fCurrent>12 && fCurrent<=15.0){ fEdgeDepth = clamp((fDDX + fDDY - 7.0) * 10.0, 0.0, 1.0); } else if(fCurrent>25 && fCurrent<=28.0){ fEdgeDepth = clamp((fDDX + fDDY - 12.0) * 10.0, 0.0, 1.0); } else { fEdgeDepth = clamp((fDDX + fDDY - 20.0) * 10.0, 0.0, 1.0); } Generally when you use a comic shader you want to use assets that compliment it. Grass is not the best type of thing to use with a comic shader and tree's not so much either. You may notice the lack of trees in games like borderlands. As comic shaders generally simplify the look in an artistic way you sort of have to simplify your scene a bit to suit. Ideally you don't want the comic shader to work on the grass because it is too detailed but this shader applies the comic look to everything. I'd imagine you'd need a material shader for something like mesh_diffuse_bumpmap_specular_comic.frag .... or something like that. However this shader applies the effect to everything. I'm not a shader programmer so I'm not sure how to do that. Concerning the big line in the distance. All you have to do is make your horizon 'non-flat'. I can't imagine that you would make a game with a flat environment anyway. This should avoid the line. playing with the numbers above as I said will help with too.
  10. Hi Clackdor, Very good I see you have some decent object avoidance. There are just a few things I'd like to point out. Tree of them is really easy to fix. The other not so. 1. The camera can go upside down. Try limiting the X rotation of the camera 2. Your collision with the floor is very good. However you don't have many walls in your scene so you may not have noticed that if you get too close to a wall the wall disappears. I managed to position the camera against the structure to show what I mean. As you can see some of the structure is invisible and the camera is looking through this. I don't know if there are any conventional ways of solving this but I came up with a way myself. Check my youtube channel for Third Person Camera stuff I think I explain it somewhere in there. 3. What Josh said. Curve() should not be too hard to implement 4. Character needs to strafe. Difficult to position the character freely without a strafe left and strafe right option. Otherwise its coming along very nicely. My camera is not perfect but I think it is good enough for now and I'll make it better after I program some gameplay. I'd suggest just do points 1, 3 & 4 and then move on to something else for now. Point 2 will be necessary in the long run but its not generally a quick fix and may take some time.
  11. You can kinda do that already in LE2..... not that I'd recommend it for a whole game though.
  12. Cool. Now you just gotta do the camera object avoidance. Use raycasts, don't give ur camera a physics body. XD
  13. Have a look at the Octopus in my DP. That was done in sculptris. I already have it. I also already have 3D Coat and use it a lot. lol Here is the code for attaching: http://www.leadwerks.com/wiki/index.php?title=Entities#FindChild http://www.leadwerks.com/wiki/index.php?title=Entities#GetEntityMatrix http://www.leadwerks.com/wiki/index.php?title=Entities#SetEntityMatrix http://www.leadwerks.com/wiki/index.php?title=Entities#EntityParent lol nothing fancy
  14. 1. Unless you are doing a lot of retopo then you pretty much can't use sculptris to do your modelling because you would get way too many poly's. Also why would you bother with Scuptris if you have Zbrush? 2. No I don't plan on some special editor to define offset for attaching points. It is totally not necessary and would complicate things. Basically I will just attach armour to my rig in separate files and it will be loaded into position and animate with the character no probs. As far as attaching weapons is concerned its even easier. I made bones in my rig that don't deform the body. These bones are weapon bones.All I need to do is copy the entity matrix of the weapon bones to my weapon meshes and then parent the weapon to the weapon bone. No need for an editor.
  15. Yes it does. And it loops at some number but I can't remember what that number is.
  16. Are u serious dude? How do you think game creation and game play is achieved? Yes the answer is coding. It certainly as hell is not with the artwork.
  17. Well until my game mechanics and coding are well implemented he's probably gonna stay naked. I will probably give him a texture and with that some underwear for now hehe. For my game players will be able to switch armour and weapons etc. Therefore S.Generic Man will just become my base male character. probably will also make S.Generic Woman too but Also need to do more coding. BTW I made a running sequence. Took me ages to get it nice and smooth where it actually looks like he's running and not stomping around really fast. Been tweaking it for ages and had to re order my rigging hierarchy to make it better. But its coming along and I implemented the running and idle animations into my game. I think I'm going to code some of the animation as well to get a more natural look. By that I mean things like tilting the whole body when running and turning at the same time to make it look more dynamic.
  18. Yeh I think for First LOD0 I will keep it as is. For LOD1 I will remove the subdivision on the head and for LOD2 I will remove the subdivision on The whole thing. That will bring it down to about a quarter of the tri's by the last LOD at least. However, looking at it now without any subdivision I could probably get away without subdividing at all, though the subdivision makes the animation deformations much better around the legs. My game involves a few crazy combat moves that require some extensive movement positioning of the legs. Where the legs bend at the waist they cut in a lot with 0 subdivision on. Though it looks much better with 1. Either way its Blender so I don't have to make that decision for a while. All I'd have to do to change it is re-export it and do UV's again provided I had already done them lol.
  19. Hehe yeh. Got a lot more to do and actually 5 different idling stances Lols for different situation. Luckily it's pretty quick to make the animations the way it's rigs. Also gotta do a tonne of ability animations. Though dieing (an annoying one) is gonna be ragdoll.
  20. 10k. Probably could be less but I really don't care. Edit: Also the good thing I've found about Blender is that even after you have rigged it and weight painted it you can still go back and edit verticies etc. I even added in more poly's and it didn't effect the rig. So it can still be improved without adding more there are enoguh poly's
  21. So are you trying to move the camera around your player using orbital positions rather than parenting to a pivot which is parented to your character? Im not sure if that's what you mean so let me know. If that is what you mean, particularly why do you need to do that? If you give me some context I may be able to help better. Regards,
  22. Blender is an incredible software. I used to use 3ds Max but I totally converted over to Blender not just because its free but it is just so much faster to work with. I think a lot of people just don't take the time to get used to the different user interface and quirks that make Blender Blender. Once you get used to them it is so much faster than max and all the tools are incredibly well thought out. I used to make characters in max with rigging and all and it took me so much longer than with Blender.
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