Jump to content

Road Kill Kenny

Members
  • Posts

    667
  • Joined

  • Last visited

Everything posted by Road Kill Kenny

  1. For now it is just going to be my base character for my game for testing purposes etc. much better than a green cube. However, as my game is multiplayer pvp, the character is not particularly important, hence it will be easy to convert generic man later for use in my game. especially If I can just add things like armor etc.
  2. Hi Everyone, Just thought I'd introduce 'Super Generic Man' also known as 'Place-holder Man' I got tired of using a green cube for my character so I made this generic male body and head to give myself more motivation. Hope you like it. Made in Blender using Box modelling for the body and by poly modelling for the head. 'Taking generic man for a spin... .this was before I gave him feet lol I plan to animate and texture him very soon. Note: He is not naked.. He is just wearing very tight full body spandex like all superheroes do
  3. Try this one. http://www.leadwerks.com/werkspace/topic/3704-dirty-comic-shader/ Also make sure you read down the page for that one. Depending on what you want to use if for you may need to tweak it. You can see how to tweak it down the page.
  4. Haha I was actually thinking of making multiple season versions for one of my scenes. I wouldn't go to the extent of using SQLite though. I'd imagine you would also want models to only be changed if they are not in the view of the camera. Could look funny if things suddenly pop out of being hidden. Could be done in LUA, C++ or whatever you want really. Don't see why not any language. Its a good idea go for it. Will take some effort of course but all things worth doing do.
  5. Hi dre38w, You may find that the commands in LE may be very different to Unity. I wouldn't really know myself. However, everything you learned while at Unity won't be a waste. The concepts of making any game feature are the same. You would just have to learn the commands and also determine the things that are specific to LE. I guess what I'm saying is that if you have used another engine before you will be able to learn LE much faster than if this was ur first engine. omg SPAM ALARM! WOOP WOOP WOOP this is the second one I've seen today
  6. Yes simply click, hold and drag from one object to another. There is no graphic visualisation of the linking (like a line) but if you did it properly you will get a message saying 'CreatLink(0)?' and just click Ok... that should be all
  7. Also I know this has been asked a 10000 times but.. considering LE3D is going to be using Newton Physics as well. can we pretty please have stiff joints as well XD (not the old person type of stiff joints)
  8. Hmmm maybe add in some props like a bit of wire fencing to keep people out of certain area. Warning signs, barrels, light poles, silo's etc. just to liven it up a bit. possibly reduce the specular/gloss on the smoke towers too. I would suggest doing a google search on power plants and seeing what fan dangle props would suite. but looks like a good start. OMG! HAHAHA you make me crack up!
  9. Haven't had a look at those sites that NA posted but this is what I came up off the top of my head. Its basically calculus and Newton's law F=MA or rather F=MU for instantaneous speed (U initial velocity) Apologies that this is hand written. I have simplified the calculus part by using pre-determined physics acceleration equations. Hope you find it useful. using these equations you should be able to determine the force required for a given mass and the angle to apply the force at. good luck some definitions: s- distance (m) v- final velocity (m/s) u- initial velocity (m/s) a- acceleration (m/s2) t - time (s)
  10. +1 DebugJoints(1); <- something like this
  11. Woops I deleted my post by mistake instead of editing it... oh well. you summed it up well enuf pixel. For all those that didn't read it It can basically be summed up as: 1. Screw Sharing 2. Tutorials and Examples are better. People actually learn something that way. 3. I don't want to give my code that I worked my bum off to create away to just anyone. I'm not a charity. 4. Yes I will bloody well reinvent the wheel but my wheels are not made of stone or all-terrain wheels... my wheels are mag wheels with blue rims and low profile tyres because that's what I need for my game dammit so I'm going to bloody well code it myself and re-invent the wheel 10000000 times if I have to, to get it the way I want it. 5. I don't want to copy paste other peoples code... as I said I don't want an all-terrain wheel.. give me an example or a tutorial and I'll run with it. 6. Good riddance to this thread. 7. If we didn't waste so much time talking about stupid topics like this some games might actually be made. (ahem.. Guess a Number and Simon Says don't count) 8. Quit your B_I_T_C_H_I_N_G people and get on with making some games. You are pissing off the majority of people that can actually use this engine properly and scaring them away. More than a few have left to other engines already. I'm probably going to get flamed for this but you know what they say "The squeaky wheel gets the oil". And dammit the wrong wheel has been squeaking for too long! Time for me to squeak. Peace
  12. The thread topic is actually a bit misleading. It is actually an effects editor that uses decals, and 3d objects as well as particles. Would be freaking awesome.
  13. How "Transferable" will our projects be from LE2 to LE3D: - Not Possible? - Difficult? - So So? - Doable? - Easy? - Automatic? cheers
  14. Hi Josh, I don't know if this has been requested but I think a PFX editor would be really nice. Kinda like what UDK has shown here http://www.youtube.com/watch?v=ykAaH4l--H8 cheers
  15. LOL! I freaking love it Josh XD so funny Not meaning to speak for Eagle but I'm pretty sure her intention is not to try attract people to the engine using 'sex'. lol This is not constructive criticism it is just opinion about something that is a personal preference. I have nothing wrong with YouGroove's crit about the normals. I already posed an answer for this... so did Marley lol. Let me ask yall something does nude art or nude statues offend you? Sure it may not be your taste but we're not talking about taste.
  16. Look at me! I'm YouGroove! I put exclamation marks at the end of every sentence! I always have to complain about something! You wanna know why she needs to be naked! Because Eagle wanted to flopping make it that way!!!!!!!!!!!!!!!!!!!! Sorry for the outburst of anger but there's just been a lot pissing me off on this forum recently. @ Eagle: nice work! glad to see some people are actually making something. I do agree, however, about the dragon texture. It could use some normals and possibly a higher resolution / less compression. But I'm liking it
  17. Off the top of my head I would do it like this When you spawn a player or object that you want to shoot later: Put the class in an array eg. make a player class and manage all your players through a player class array. so player[0] points to the first instance of your player class etc. When you spawn a player do this: SetEntityKey(PlayerMeshEntity, "Player", "playerNumber"); // make playerNumber an actuall number like "1" whatever it will have to increment for every player of object Then you have: TPick Bullet; int hitPlayer; TVec3 force; if(LinePick(&Bullet, startPos, endPos)){ //Use startPos & endPos to calculate the vector for the force. You will also have to normalize the force and give it a multiplyer to suit your needs This might //help :http://www.leadwerks.com/wiki/index.php?title=AddBodyForceAtPoint force = /**a function of startPos & endPos I couldn't be bothered figuring it out right now**/; hitPlayer = atoi(GetEntityKey(Bullet.entity, "Player")); AddBodyForceAtPoint(player[hitPlayer]->playerBody, force, Vec3(Bullet.X, Bullet.Y, Bullet.Z)); } And thats it XD Disclaimer: This code is just for concept purposes you should be able to figure it out for your specific game based on the concept I have presented. Just don't copy it word for word
  18. Agreed I find tutorials more useful than code sharing and I'm way more comfortable sharing my knowledge of integrating RakNet into Leadwerks through tutorials rather than simply spoon feeding code. Especially with networking because you simply can't copy past.... all games are different. Some things are just better to learn.
  19. Hmm you may need to elaborate on what type of game you are making because after reading that I think, 'well whoever is not dead at the end of a sword fight wins.' However, I'm pretty sure there is more too it based on your post
  20. Hi Para Toxic, I would highly reccomend sending BitStreams instead of Structs. I don't think I ever send structs at all. If the IP u are using to connect is 127.0.0.1 then you are networking with yourself. If you are trying to network between 2 computers you need to determine the semi-dynamic IP of the server computer (something like 192.168.x.x)and connect to that instead. If you want over the internet you need the fully dynamic IP. Some day I will write a tutorial on how to to do LAN server discovery so you don't have to hard code the IP addresses but that is for another day. In the meantime you can look at the example LAN server discovery code that comes with RakNet.
  21. Lol u guys are all taking this the wrong way. The idea here is that generally as you increase the size of a team of programmers for example: productivity PER PERSON will decrease due to time taken stepping on toes and communicating between team members.... It's an un deniable fact. The key words here are 'Per person'.
×
×
  • Create New...