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Road Kill Kenny

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Everything posted by Road Kill Kenny

  1. I recommend RakNet. It's a big learning curve but if you just knuckle down it becomes very easy to use as I have found recently. It is a fantastic Networking API and it integrates very nicely with Leadwerks. I am currently in the process of making a tutorial series for using RakNet integrated with Leadwerks. XD Oh just a suggestion. Try and get into the networking side of it as soon as possible. It is incredibly difficult to integrate networking when a lot of game features have already been implemented. Things just don't work the same way when when you add networking. << sounds crazy but its so true. For example: A simple car demo approx = 112 lines of c++. Same car demo with networking approx = 1,233 lines of c++ . So yeh big difference BTW I agree with you about the current state of the mmo world. They seem to be very disappointing of late. Make a good one aye
  2. mmmm yes. Really need the joint stiffness to work.. XD My wrecking ball looks more like a tennis ball bouncing around with an elastic band cable
  3. Yeh. It will be cheaper to get LE2 and upgrade to LE3 than to get LE3 straight off the bat
  4. Yes I know it exists..... But it doesn't seem to have an effect. I use it on my rope class but the joints still stretch I use it as shown below but it doesn't seem to make a difference: TJoint segJoint = CreateJointBall(ropeBodySegs[i-1], ropeBodySegs[i], Vec3(segPos.X, segPos.Y, segPos.Z+(segLength/2)), Vec3(0,0,0)); SetBallJointLimits(segJoint, 0,180,180); SetJointStiffness(segJoint,1);
  5. I agree. We need this to stop the joints from stretching then rope of different stretchiness, and many other things, would become possible. At the moment I have a wrecking ball that seems to be hanging of an elastic band .
  6. Hi I like the effect a lot. Looks good and the scene looks nice as well. Just out of curiosity, if you were to look at your textures without the cartoon effect are the realistic textures? or have you simplified them? Just curious.
  7. Hey Guys, Been testing this in large open areas and found that although it works well in closed in and more close up areas there are some things that need to be changed to get it to work properly in a big open world scene with geographic topography made with the editor. If you don't know what I mean --> this is what happens if you use the shader outside with LE Editor hills As you can see the shader is detecting the edges of polygons as edge lines which it shouldn't be and you can see that as you get to the horizon it starts to blacken out with a really thick black line. This is because the difference in depth on the depth buffer gets less and less the further away it gets. Therefore, I thought of a workaround to make the difference required to make a line dependant on the depth of the pixel in question... If you want to use the shader in the open planes with hills you'll need to change the following code: From This: fEdgeDepth = clamp((fDDX + fDDY - 0.01) * 10.0, 0.0, 1.0); //Line Number 24 To Something Like This: 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); } DaDonik & I tested this in both small and open areas but Unfortunately this also results in losing a bit of detail outlining in the distance but the ultimate outline is still retained (Will have to hard-texture in the lines within the mesh to keep the detail <-- they do that in borderlands). So if your game is in-doors, the original shader code is still better. However, for the great outdoors you'll need to change it so something like this and tweak it to be as close to what you need as possible. I also tried using a function for a smoother transition rather than a big if statement but I didn't get a good result for some reason. Feel free to play around with the idea. Here is the resulting outline generated after the changes ^^ As you can see the thick line in the distance is reduced and you only see black lines on the very border on the hills. You'll also notice that the vehicle has less inner outlines... This is unfortunately the trade off. However, those inner lines will become visible if you walk closer to the vehicle. Best to hard texture in the inner lines where possible
  8. So you want to load a level made in the editor with npc's etc. using c++? Have a look here ------> http://www.leadwerks.com/files/Tutorials/CPP/Loading_A_Scene.pdf Thats the closest thing I can think of to what you are looking for.
  9. Thank you Josh for this update XD... the last release was freezing up all the time but 2.5 doesn't. I think it was because of my ATI card but all is good now. Cheers
  10. Thanks, that would make sense but for some reason it makes no difference. The joints still stretch. Here is my code for creating a joint and Setting its stiffness maybe I'm doing something wrong. TJoint ropeAnchorStart = CreateJointBall(rStartNode, ropeBodySegs[i], ropeInit, Vec3(0,0,0)); SetBallJointLimits(ropeAnchorStart, 180,180,180); SetJointStiffness(ropeAnchorStart,1); On another note, that command doesn't seem to be on the wiki even though it is an engine command.
  11. Hi, I am having a problem that sounds similar to this. I have made rope similar to this and added a wrecking ball to the end of it. I set it up so you can move the start node body (kinda like a crane) but there is a huuuuge delay between the start node moving and the first link in the rope catching up to it. Its almost like the joint is stretching under force. Is there anyway to stop the joint from stretching. I want to have a crane with a wrecking ball crane and I want the start of the cable to be 1 for 1 with the the attachment to the crane and not being delayed. I noticed on the Newton wiki that there are some extra commands for joints that don't seem to have corresponding commands in leadwerks. Short Story: Is there a way to make ball joints not stretch under force?
  12. Yeh it would be good for overhangs. But also normal maps. Once you make a low poly model in max or blender export it to sculptris and detail it up and use the detailed model to make a normal map for your low poly. XD thats what im going to use it for
  13. Yes it is my first attempt at sculpting. I always wished I could have gotten into it earlier but couldn't afford Zbrush or Mudbox. Didn't even know that Sculptris existed until I saw this thread. I was getting frustrated while trying to find good sculpting tutorials so I just said "stuff it" and pulled up a picture of an octopus and gave it my best shot. Took me a fair while to do as I'm not used to sculpting. Though my origins in game development is more from the 3D art side so that probably helped XD I have a good 3D sense.... Now I'm just struggling to get into all the programming n stuff.. but getting there steadily. Oh and nice terrain btw it looks pretty good. I'll have to try painting my octopus later to give those features a go.
  14. Wow, this is amazing. Always wanted to get into sculpting but could never really afford Zbrush. This does the trick for me didn't even know it existed. Played around with it while I was waiting for my Leadwerks registration code to be sent to me. I love how fluid Sculptis is. Oh and I'm new here, so Hi everyone XD. Check it out:
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