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fuego

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Everything posted by fuego

  1. Yeah I solved it. When I first set up this machine, from Catalyst Control Center I have adjusted some settings. When they were in "application controlled" state, I forced them to maximum quality option. Now I reseted everything back to original, everything worked. By the way, that component is very very nice,far better than it looks on video. Great job! Thanks to everyone who contributed.
  2. I treid the .mat file in material editor, it locked up again. Something is definitely wrong with my machine, I just can't see what... Great thanks for replies.
  3. Our configurations are almost the same, just mine is 8x Bulldozer and I run on Windows Vista. Strange situation really... I don't know what could cause such an issue. All other scripts and LE features work properly. May be I installed it wrong, is there anything I should do except copying that folder into Models folder?
  4. May be it is a Bulldozer CPU issue, because for example for being able to play Crysis and Crysis Warhead, systems with Bulldozer CPU need and update. Does your component have a log or something like that? Editor itself has a log but because I cannot shutdown it correctly (it locks up and never respond back) the log couldn't be flushed onto disk. I have another system with Phenom CPU, I'll try with it tonight. Everything will be same on configuration but CPU and board will be different. I'll post back the result.
  5. I have a Bulldozer CPU and ATI 5750, but I can't make this ocean shader working. When I drag gerstner to scene it locks up. Goes into "not responding" state and do not respond back What may I be doing wrong?
  6. fuego

    Decals

    Please add me to your list of people who can't wait for you to share this code
  7. I recommend you to make a gaussian blur with an amount of 2-3 to your diffuse map. It helps smoothing the displacement very much. Otherwise you get too rough surfaces. Crysis has a clever displacement mapping on the terrain, all small rocks and stuff (the ones on the terrain only, not the big rocks which are modeled and placed separately) are displacement maps on the terrain but when you go away, they get thinner and at the end, they become ordinary textures when you are on enough distance. They can make samples of a small region with that technique, otherwise they had to fragment the whole terrain into small pieces, which is not possible in practical case.
  8. Hi! I am sorry if I repeat a previously asked feature in a separate thread. Are you planning to make vegetation picking system or something like that? I want to be able to pick vegetation items (like trees). Thanks
  9. After the last upgrade, problem with my Radeon HD 5770 was fixed and performance is incredible! Now everything is on (HDR, Bloom, SSAO, etc.) and the frame rate is even faster than the all features diabled version of previous LE version. Also the editor seems quite reasonable and faster than the one in the last version. Good job!
  10. After downloading the new update today, terrain started to blink in LE Editor. It is appearing and disappearing rapidly. My specs are ATI Radeon HD 5770, AMD Phenom 9500, 4GB, Win Vista
  11. Really, isn't it possible to add "morph target" support in LE?
  12. fuego

    Progress Bar

    You don't have to put a progress, just put an animation like in the Need for Speed games. You know, a circle is turning around the "loading" text or some fancy shapes are flying through the "loading" text in those games
  13. Have you seen the water implementation in "Anno 1404: Dawn of Discovery" game? I am attaching a few big screenshots for it, looks pretty cool to me
  14. fuego

    Source Code

    I am asking for someone to respond my questions, is that not realistic?
  15. fuego

    Source Code

    If $200 is a negligable amount, if you say it is not much, then make the engine free. If you set some price, customers will surely have demands. I don't think if a manufacturer/provider should ever say "the amount you have paid is very little" when a customer is asking for support.
  16. I will certainly do that, I believe people who contribute to those forums deserve big thanks
  17. We have made our path finding system almost complete (only few optimizations remained), I think it is not something "simple" as you said. Or may be we are not very capable, I don't know. Something which works flawlessly for the evaluation for 5 nodes may become a nightmare when evaluating a thousand nodes. Anyway, we use the gamelib 0.16 for the time being and I believe it made us gaining speed and time. We will certainly put a thank to you in our game's contributors list.
  18. fuego

    Source Code

    I don't intend to get INSTANT support, I still have topics which have never been replied. May be I have used some words wrong, my concern is not the speed, I don't say people respond late. One hour, one day, one week I don't care, my concern is to get help. And in the wiki, all I can see is the listing of all functions which are already visible from the intelliSense. On the other hand, those PDF's and videos placed in the wiki page are very helpful, I believe putting additional ones to there and some more tutorials will help the SDK owners a lot. Once we finish our project, we are planning to contribute to them as much as we can.
  19. In gamelib can zombie evaluate the complex paths and decide which path would be the best to follow or is it a planned feature in the near future?
  20. Having specific AI capabilities for a player controller, which interacts with integrated AI capabilities in an engine (like path finding, etc.) would be incredible! I have never seen such an engine and if one would have it, I believe it would start a new age like crysis did.
  21. fuego

    Source Code

    I did not know about the old forum, it would surely help. And you are right, asking questions to right people could save time a lot. I already did that as much as I can, I can count Chris Paulson's navigation mesh as an example of this, I have sent a private message to him whther he can share the source of his application of Recast implementation and he shared it with the community for free. I am also sharing what we have learnt in the blog for free although I am paying for people to find them. Next time trying the old forum would certainly be an alternative, thanks for giving this hint. Finally, I have to admit one thing, if everything should be in a friendly manner in this community, if no commercial stuff should take place, then I think the engine itself could be free too. I am not here for fun, or for having new friends. Of course meeting with new people is cool, but this is not my intend when I type leadwerks from my browser. May be your opinion "if you are asking for support, you are in the wrong place" could be true, may be I should send a direct message to Josh we we need urgent help. I think I will do this more often. But I will keep writing the blog on how we managed (or how we could not manage) the things.
  22. I thikn you are planning to extend this approach with adding native path finding and some other application specific AI stuff support. Why do you intend to put a different controller than engine's? Or am I being confused because both things have the same name but a different meaning? I am considering you are speaking about a same type of controller like we have in LE.
  23. fuego

    Source Code

    Main reason of us to prefer LE instead of a free and open source engine is to get the proper support. We have paid 200 bucks to get response from some qualified people when we are in need of quick information. I can't say I am extremely satisfied about the response stuff from the forums. Please don't take this wrong, I don't intend to put a blame on people, they may have reasons, but I am running a business here and paying people without having return on my investment. I cannot afford to sit and wait for having information about (for example) a simple texture blending operation. I have a tight deadline and a limited budget. But the sources of information is very limited here. So my message which says "Thanks Laurence. You seem to be the only person who responds to my questions so far" and the other one that I wrote for responding Marleys Ghost were to thank people for sharing what do they know, not blaming Josh or some other people. I appologize if I sounded like that
  24. fuego

    Source Code

    Oh, you are right Marley's Ghost. I have to admit this in the public, I have forgotten to write about the help of few other people, and Marley's Ghost is one of them. I don't know, may be because I am asking questions about the things not commonly being searched, or may be they are about some advanced topics, I do not get much response. Only few people share what they know without regard to the level of their knowledges, they share what do they have, just to make a contribution without expecting me to return anything. Two of them are Laurens and Marley's Ghost. May be I should I ask simpler questions like "Should I use C or C++" to get more responses
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