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Road Kill Kenny

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Blog Comments posted by Road Kill Kenny

  1. Good to hear that things are happening and good to hear that there is a strategy in place behind it all. I'm looking forward to seeing what will become of all this.

     

    My week has been good thanks XD. Had my last day working on the Gold Coast Rapid Transit and starting monday I'll be working jsut 5mins drive from home. That means 2 hours less travel every day = 10 hours per week = A lot more time that i can put into game dev.

     

    Looking forward to seeing the functionality of LE3D so I can start designing the technical side of my game. But as that's not available yet I've been deep into designing the gameplay and mechanics of the game as well as researching / documenting a new artwork pipeline with MakeHuman, & facial mocap technology XD. Having a lot of success.

     

    Anyway, looking forward to your next blog.

     

    ~ Ken

  2. Haven't worked w/ LE in a while, so there might be some reason I don't remember why this wouldn't work, but how I always handle deforming clothing is just to have every possible deforming clothing item weighted to the same armature and exported in the same file as the character, but as different objects. Then in the engine just disable all the clothing that they are not wearing. I've used this method before and am using it right now for a game I'm working on and it works great.

     

    This does not work with customisable characters. The armour has to have its own bones so that it is exchangeable.

     

    @Paul Yup thats what I plan to do XD

  3. I think your boots deforming means they use the skinning shader and have animation data, which is definitely not what you want. If you change that and still have any problems, I would like to see.

     

    I'm not sure I understand. Is there another way to have the boots deforming with the bones without the skin shader? The boots aren't rigid so they 'must' deform with the body to some extent. If I take off the skin shader (which I did just to check) then the boots simply don't deform at all and it doesn't work.

  4. I have to agree. The number of times I've come up with a solution while explaining the problem to someone... and most of the time the someone I explain it too doesn't not understand programming but it still helps find a solution because you are pouring out your thoughts into words and for some reason that makes things make more sense.

  5. Cool. Nice find. I think it is rather silly how they are trying to sue people that put their stuff in video games when its not a major part. These are things that people see in everyday life. Though I do agree on one point. if the draw of the game is the fact that you can drive a Ferrari 'whatever' then that is a different story.

  6. 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.

  7. 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'.

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