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Road Kill Kenny

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Everything posted by Road Kill Kenny

  1. Have you set up the collisions for the model as well as the entity type. EntityType(TEntity, int type) and Collisions(int, int, int)? So for example if your one model is called floor and your other model is called ball: LE::TModel floor = LE::LoadModel("......."); LE::TModel ball = LE::LoadModel("......."); LE::EntityType(floor, 1); LE::EntityType(ball, 2) LE::Collisions(1, 2, 1) /*This sets up a relationship between types 1 and 2 to 1(meaning they will collide) if the 3rd parameter is 0 there will be no collision and if it is 2 a collision will be registered but not actioned.*/ Also ensure that the .phy file name is written exactly the same as the mesh name except with a .phy extension. Thats all I can think of for the physics at least. As for the color's I've had that happen before but only with skinned meshs.. Though I use UU3D for export so I can't really comment on what you might be doing wrong in that respect
  2. Must have been before my time here.. I don't remember that name.
  3. woohooo the count is 3 now... haven't seen you round for a while SpiderPig XD
  4. Looking very nice. Is it going to be a first person rpg like game?
  5. Who's Australian? Thought me and TJ where the only ones here. At least that I knew of. There is just one thing wrong with what you said there Josh and one thing I just don't understand about American toilets. WhyTF are they so easy to block compared to the ones in backwards land (which actually don't swirl in any direction its actually more like a big waterfall.... lol)
  6. Lol Josh should add it to the swear filter "U*$&y!" jks Prefabs looking nice.
  7. Yeh he means look at the difference between Leadwerks 2.X which is the current one and the upcoming "Leadwerks" (pka LE3D) which is coming out soonish (though nobody but Josh knows exactly how soon that is). The differences are pretty big between them due to the focus shift.
  8. And you could also reduce the specular on the skin for the specular map
  9. Nope.. that's not the name I came up with some idea for a real simple game called Home Wars where you are little bathroom sign people running around a house killing each other with whatever you could find. But before I got to actually any game defining thing it became something else.. However, the project name is still called Home Wars lol.
  10. Why comment on a different video I made on youtube here? Besides that was for LECP and it had nothing to do with copying the game itself.... and tbh there is nothing left4dead about thesecretworld at all if you've actually played it....
  11. Thanks guys. Glad you liked it. @Flexman: Hehe yeh. I am considering looking into shaders for it later. But that is a lowish priority I think. Also I'm not too sure if I will adopt that method or not anyway. As you say the retro music XD.. One of my idea's is to make a game that is not so serious.... like games used to be. Not everything has to be realistic all the time in every game (tho there are times when it's good). I sorta want to make a game that is..... proud to be different. break the rules.... have old school retro music and not give a damn.... A game that doesn't give a damn if it's too hard for some people or doesn't care if it's too easy for some elitists. This game is designed to be proud to be a game and doesn't pretend to be something else. A game that doesn't apologise for its rough edges. Not that there is anything wrong with games that try to be realistic at all... this game is just different. BTW when is Combat Helo coming out? Been wanting to play that since I discovered Leadwerks. I used to play tonnes of heli sims when I was a kid... never seen anything like combat helo tho. A Note On Performance: My idea of the level manager came from a thought on scalability. Basically the minimum number of rooms that must be rendered is 3. However, it is preferable for more of the level to be visible at once... WIth this system my options are open. If I put this on Android and IOS I can reduce the number of rooms rendered at any one time. I could even make an options setting that allows the player to set the max number to show... Therefore, if someone has a **** computer they can set it to 3 so only shows 3 rooms... 1 for each robot assuming they may be in different rooms at any one time.(oops did I just give something away). However, if someone has a super computer they could set maxRooms to 100 and see everything. Therefore anyone will be able to play it. Provided they have the minimum Leadwerks specs
  12. Setting up how a level works can sometimes be a tricky task, especially when the a games level appearance is more abstract than say a first person shooter where everything is as you would see it in real life. My game is one example of these abstract level appearances. It Predominantly takes on a semi-top down dungeon style view where the roof of the level is missing so that the player can see inside the level. The below video blog shows how I resolved a few issues that are inherent from this style. This is still a work in progress. However, I thought I would share my technique. In the near future (once I have a bit more gameplay) I intend to improve this technique by making the walls fade in and out instead of abruptly being shown and hidden. This presents some challenges because, if I use a shader to do it, what will happen is that shader will affect all the walls when I set a fade because the shader will be attached to the wall material. I have a few workarounds in mind. However, I'll leave that for another time. Thanks for reading and watching. I hope to show a bit more than the one room soon.
  13. You are comparing a work in progress to a finished game.....
  14. Despite Lamooja's workaround to try and fake this simulation...... I'm going to say no..... you can't do this with the current LE2.X
  15. Yeh I've had this problem with the controller as well. More specifically with the rotation. I had spawn points and spawn rotations and what would hapen is it would be at the correct location and rotation for 1 frame and then it would snap back to default.. Can't remember how I fixed it though. lol. Also just a minor suggestion on another note. Maybe you should use a pivot instead of a cube.. or better yet just a TVec3 variable denoting the spawn point. But whatever floats your boat I guess.
  16. Pretty sure it doesn't. I think draw image is just plonked on the top of the rendered image once al shaders have been applied.
  17. Out of interest Josh. Why OpenGL 2.1? From what I understand in my recent learnings is that since OpenGL 3.0 the way OpenGL operates changed a lot and a lot of the code/spec for OpenGL before 3.0 was depricated making programming with OpenGL<3.0 and >3.0 a completely different ball game. Is it just to keep it simple? Or for mobile support?
  18. Sent... and the one I sent uses OpenGL 2.1
  19. Ok I have it all setup in vs2010 with FreeGlut creating a window with an OpenGL context. I am using the Unofficial OpenGL SDK which includes FreeGlut and a number of other libraries. However, as I assume you don't want to confuse them with all matter of different libraries I commented out the code for everything but freeGlut. it is currently setup to use OpenGL 4.2. Let me know if you still want it. I'm still pretty new to this stuff but I managed to render a triangle with this setup so it must be working
  20. Ok. Well My current setup is with the old glut......... I went through a few guides to get it all going only to find out that it was out of date and that the guides I was following was using depricated OpenGL code (damn you out of date tutorials and books). However, ironically I was planning to create a new setup OpenGL environment on VS2010 with the freeGlut tonight when I get home from work. So if I'm successful I'll send it your way.
  21. Excuse my ignorance. I've only been into pure OpenGL etc. for a short time and I'm using freeGlut to make the window with an OpenGL context. Is SDL a similar thing to freeGlut? is one better than the other? Anyway sorry for going off track.. back OP.
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