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AggrorJorn

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Posts posted by AggrorJorn

  1. I think that every one is kinda busy with implementing or building up his own ideas. Most of the people have their own idea of how their awesome game should look like. But a community created game would be kinda awesome. Not to mention the fact that the game scripts would be opensource, which improves the learning quality of the community.I think teaming up is not a bad idea, but it requires leadership and managing skills.

    For instance, I work with Dreamhead together on a project as we both like the story line-setting. We both don't know how to code so progress in that area is slow. Ofcourse we could team up with other people but the problem with that is, that other people have their own idea of a game.

     

    Like everyone else (I think), I want to create an entire game (doesn't have 2 be warfare 2 or crysis) and put it up on steam. It doesn't have to make some good money either.

  2. a cool lua feature would be when you could drag an object into your scene. When you release the mouse button you can create a plane or area that you can scale by your self. You could create a small waterplane, floors, ceilings or particle fields.

     

    The movie goes pretty fast but shows what I mean around 0.38

  3. I get it. So in your modeling program you actually modeled these rooms offset from the origin. I would think allowing to position the rooms in the editor would be more flexible. Is it that big of a pain to get them lined up correctly in the editor? (I meant that as an actual question not like a smartass like it reads :) )

     

    You pivot object has a gmf though right? I was under the impression that all those objects needed a gmf even if it was the small sphere. Even the lights have a gmf associated with them. If that's the case then I think a phy file is created automatically when you run the game even if you don't want it.

    I simply copied the road object files and renamed everything. Ofcourse I cleaned the matt and lua file. I build an entire house in 3d max as I can position with very much accuracyg. When I export every single room at the time, the offset is being preserved.

     

    Ofcourse I can position every room by hand, but it never got that precise as when I used my current method (believe me: I tried a lot! The problem here is that the walls are made by flip polygons. This allows watching through one side of the wall. Therefore you can't see where the walls are intersecting. It just takes a lot more time.) I can still position every single room separate inside the editor, but because there are so many rooms I want to create some sort of prefab that places every room in correct place.

  4. Ah, when I saw

     

    self.basement=LoadModel("abstract::matt_house_basement.gmf")

    self.basement:SetParent(self.model)

     

     

    it looked like he was just loading one part of the room for each editor model.

     

    I'm confused as to why would he need to load the gmf in code? Why not just have the gmf be the model he drags into the editor?

    I removed all the other rooms for the sake of the topic. I load around 10 rooms in total

     

    I work as follow: I have a single pivot point with no further mesh. This pivot is called 'house'. The house loads all the different room of the entire house. Because of the offset from each room, I don't need to position them. Every room can have its own code if needed.

     

    I can walk around in the house since every room has a phy file. The pivot itself doesn't have a phy file.

  5. I got this script running last weekend but I can't seem to get it working again. I'm using a pivot point that loads all kinds of rooms from a house. The loading goes well but when I delete the house, the rooms are still there. Also, the rooms do not move when I'm moving the gizmo.

     

    house.lua:

    require("scripts/class")
    
    local class=CreateClass(...)
    
    function class:CreateObject(model)
    local object=self.super:CreateObject(model)
    
    self.basement=LoadModel("abstract::matt_house_basement.gmf")
    self.basement:SetParent(self.model)
    
    function object:Free(model)
    	self.super:Free()
    end
    
    end
    

     

    basement.lua:

    require("scripts/class")
    
    local class=CreateClass(...)
    
    function class:CreateObject(model)
    local object=self.super:CreateObject(model)
    
    object.model:SetCollisionType(COLLISION_SCENE)
    
    function object:Free(model)
    	self.super:Free()
    end
    
    end

  6. HI i'm new and was wondering if anyone know how or where to put the files (gmf,phy,dds) of models in the leadwerks sandbox folder? or how to import them.

    Al your models should be put inside the models folder. Wheb the sandbox is loaded, the models automaticly appear in the editing menu.I don't know if there is a models map in the trial version.

  7. And if thats the case, where is the documentation on how to get started with Lua and LE editor?

    I will post the first version of the user guide somewhere this week. It doesn't contain information about Lua, but should help you out with working with the edior.

  8. Yes. For example: I have a model in level. All properties are set up properly. Now I clone it and want to place it on another place.

    In Crysis editor I can keep the cloned model selected and press Control+left mousebutton to place it on the new place with this click.

    Are you sure? I select my model, hold the control key and just use the mouse. I fI use the arrow keys, the object is copied per centimeter over the screen.

     

    The other suggestions: I suggested the smal pivot from in the distance before (link to topic), I hope Josh does something about it. The Selecting the field behind the gizmo (last image) is also a good one.

  9. Due to some overwork I wasn't able to finish it today. I'm going to skip the model conversion for a while as I need to research that first before I can start writing about it. I jsut saw the edit menu in the terrain editor. Thats quite the menu as well but I'm gonna skip that for now.

     

    only thing remaining is the explanation about the deault lua menu's and special objects. index updated.

  10. Thanks for the script Aggor.

    Could you please go intop detail what this does:

    function object:Render()
                   frame = (AppTime()/34.0) % (120-0) + 1
                   model:Animate( frame, 1,0, 1 )

     

    I would like just to run frame 1-500. What should I enter?!

    Sorry I should have explained it a bit better. This line

     frame = (AppTime()/34.0) % (120-0) + 1

    should be used as follow:

    frame = (AppTime()/speed of animation) % (endframe-startframe) + startframe

    In your case:

     frame = (AppTime()/50.0) % (500-0) + 1

     

    I don't know more then that at the moment. I'll try to work out how this exactly works.

    Using the Render function like this will result in an enormous speed increase (got that line from Josh), because you can have tons of offscreen characters that don't have to be animated.

  11. New features that improve working with engine or improve better performace is always welcom.e However when the price goes higher, a different goal of customers is being addressed. This could lead to loss of customers.

     

     

     

    DirectX 11 doesn't bring anything which is not in OpenGL 3, it's the hardware which matters.

    In most cases the new features of DirectX have been already in OpenGL for years, for example the hardware tesselation has been in OpenGL 2.0 since 2007, but in DirectX only since 2009:

    http://www.opengl.org/registry/specs/AMD/vertex_shader_tessellator.txt

    I haven't seen any hardware tessalation as good as in DirectX 11. Try the demo of the benchmark of the unigine engine. You can select between DirectX 9 -10 -11 and OpenGL. With the tessalation from DirectX 11 you get some pretty cool results. You do need indeed special hardware for this.

     

    Take a look at this video for example: Skip to around 2.20.

    http://www.youtube.com/watch?v=PR40GwRtFyw

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