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Posts posted by ArBuZ
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Actually as I remember Michael makes his plants the way Omid mentioned. One triangle for both sides.
Josh almost all plants that Ive ever seen uses only one triangle for both leaf sides. Otherwise poly count will be very huge.(in 3 times bigger)
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fallout (1,2)
Mass effect (series)
Half life (series)
Broken sword (series)
UFO (1,2,3) very old game
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Hi.
I think that if the engine supports only dds format then this function must support saving to dds files. I know we can use some library for that, but within the engine it will be much more easy and comfortable to use.
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I mean you can use one buffer for all windows. And try not to create and free buffer for each window. Just create it once and draw windows there. And clear it between window drawing (not free).
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Do you really need buffer for each window. What are you doing with all this textures? Maybe create one buffer and draw there all windows?
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Hi! I have almost the same routine, except I create all buffers befor main loop. And then in main loop I only set them and render. Maybe that is your problem.
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Do we need to process all models that we create with this tool? If so Ill add option for my exporter
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Try this:
string myString;
......
LoadMesh(str(myString.c_str()));
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Hi! What are you using for skinning (skin modifier or physiqe) ?
1. The exporter supports only skin modifier, and it must be on top of modifier stack.
2. You have to apply material to a model to be able to see animation in LE (because animation is implemented through shaders).
3. When you want export skinned mesh select only the mesh, don't select bones. Otherwise the exporter will create mesh for bones in gmf file.
I think your problem in materials. Just apply standard material and set Export materials option.
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sdt::String has c_str() method use it. It should work.
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Hi Josh! When do you need it? I can try. But not promise.
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Oh, what a shame! Such kind of persons make a bad reputation for my people. Damn. Hope I'm wrong and this guy haven't received his license key yet.
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Your way would work for simple solutions. But in complex solutions with classes (C++) when for example Source is a member of class, things become more complicated and handling all sources of all objects in scene is very tricky.
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Hi!
I want to implement an option Sound and Music volume in my game. And Ive found that its not as simple as it should be
There is no any global parameter in the engine, only SetSourceVolume. But then I have to go through all my sources and set it's volume.
Have anyone done this before?
Thanks in advance.
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Wow! Very impressive. They have interface very similar to 3ds max cool! (Josh, you should think about it ) Actually all this is possible to do in the Leadwerks engine with some more coding. All that features are very specific per game.
Btw how much does it cost? And if they have so nice straightforward work-flow, why do they still do their games so long?
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Ive solved flipped images problem by getting and drawing buffer data two times( sorry for my english )
1. get texture from current buffer
2. draw it to another buffer
3 get the texture from the last buffer
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Yes. But I need it after game is restarted. I wanted to make skreenshots for saved games.
I can live without it But anyway it would be a nice feature if SaveBuffer supports dds. Ill post it in feature reques if you don't mind.
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Hi!
As I understand I can't save buffer as dds. Only jpg TGA and png. Just wondering why would I need this function if I don't have ability to use result in the engine?
How do you guys convert any kind of images in code while game is running? I need to save buffer to file on hdd. And then later use it in game (Load/Save images).
Thanks in advance.
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Yes, this is exactly the way I go. But the most intersting thing is "some math" I think Ive found solution, but have to test it. Someimes it doesn't work
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Hi everybody!
Ive got a problem. I'm making a raycast. And if I pick a surface I want to get UV coordinates at picked point. Is it possible to do? Maybe someone already done this before. I have some ideas, but wanted to know your opinion first.
Thanks in advanced.
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The sweetest part is automatic LUA scripts generation for custom object attributes!!!
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Damn! Ive uploaded wrong pdf. Reuploaded pdf and main archive now.
Sorry
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EDIT: The manual misses the part of automatic lod creation. Whats the object naming convention for it?
Strange... It must be there. Anyway naming convention is objectNameLODxx, xx-level of LOD
..what library would make you interested eventually..
in General Discussion
Posted
Pathfinding. Absolutely agree with Rick. Almost every single game requires this. I would buy it if its not too expensive and is convenient to use in LE.