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Clackdor

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Everything posted by Clackdor

  1. Damn, I fogot to check last night. Sorry Rick.
  2. Software developers always think if it works for them, it will work for everybody.
  3. I want to try the overhead camera thing. How would I create a buffer and assign the second camera to it, while also maintaining my main camera?
  4. It's been said (on the boards that are now hidden) that LE2 + Upgrade to LE3 will be less than LE3. I wonder if Josh will confirm that.
  5. Thanks Marley. What OpenGL library do you recommend?
  6. I recommend breaking your project up into attainable milestones. Each of these milestones should be releaseable, complete games. For instance, for the first one, make a simple single player game that is a mech that goes around blowing stuff up. It really lets you get into the engine and learn the commands and gives you a playable demo to show off, which makes you feel good. Myself, I'm looking at releasing my first milestone project this spring. Don't let anybody tell you that you can't do it. Take any criticism for the feedback it offers. Take advantage of the community here. Post blogs, videos, and gameplay demos. I've received great feedback from these guys.
  7. What about writing a shader that navigates around the texture? I'd have to learn how to write a shader....
  8. There is at least one library available for editing pictures in C++ http://www.imagemagick.org/Magick++/tutorial/Magick++_tutorial.pdf Unfortunately, it seems like the method they use would not be adequate for what would be required as the functions would copy a file, then load to memory, then crop and rotate. Thats a lot to do in a loop. Basically, just need a way to display only a portion of the dds file, whetehr it is painted to a plane or shown with DrawImage();
  9. Default location. Didn't think much about it. I'm not at that computer at the moment, but I think it was C:/Program Files (x86)/The Game
  10. run as administrator worked. Good call Furbolg.
  11. Hung up right at the beginning. Downloading....TheWorld_0.01.rar.
  12. So a 3D mesh, that is parented to the camera so it appear to be on the 2D plane with the rest of the graphics? Then use DrawImage to put any icons or such on there. I can see how you would get item positions and translate them to coordinates on the mesh, but I'm not sure how to render a portion of an image onto the 3D mesh we've created, especially making it move with the character.
  13. So, a couple of options. A camera high above the world or a 2D texture that you only show a part. It looks like I would need to render whichever to a buffer. How, is that done then displayed as part of the GUI?
  14. What method would be correct for implementing a mini-map? I figure it would be a second camera, positioned high above the character facing down. How do you add that to the framework?
  15. Whats wrong with use enums? Hrumph.
  16. Hmm, bug tracker is missing in new website layout.
  17. Yes, but only the first time. The second on up has the axe. It's actually a fun little mini game to try to find the skeleton without the axe.
  18. Don't take this the wrong way, but I'm glad you are having problems, too.
  19. So, I'm down to figuring out why my first instance of loading the skeleton object doesn't have an axe. I can load up to N skeletons just fine, N-1 skeletons have an axe and 1 doesn't, always the first instance. IT'S THE SAME DAMN CODE!!!! I'll figure it out some day.
  20. And lesson learned to always use the most recent engine files. HOLY GOD IT WORKS!
  21. I used to need to know trigonometry to point my camera, but then I took a PointEntity() to the knee.
  22. GetModelLODEntity() and CountModelLODEntities() are not valid C++ functions. Am I forced to use Lua here? Interestingly these are referenced in the LEO libraries, but they don't exist in engine.h or engine.cpp.
  23. I just reread a couple of your posts. It seems you have an extradorinarily large number of shadow polygons. Again, comparing it to my own map, which is a similar environment, my number of shadow polys is about 1/10th the number of polys. Your number of shadow polys is 5x the number of polys. When you turn the lights off, shadow polys drop to zero, and you say it is much more reasonable. I would definitely try tunring off shadows for the grass. I don't think grass shadows adds anything to realism or immersion.
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