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DaDonik

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Everything posted by DaDonik

  1. Looks pretty cool and somehow unlinke every other menu i have seen.
  2. I have choosen Newton, because it's stable, fast enough and it does "forest collisions". When Josh finds a way to do that with Bullet, then go for bullet.
  3. DarkGDK and LE are basically a bunch of functions you can use from within C/C++. Like ZioRed said there is absolutly no point in learing both. I own both of them and DarkGDK is just not worth learning when you have LE LE is just as easy to use as DarkGDK, but much more powerfull. The thing you really have to learn is C/C++ and believe me, it's more fun with LE's graphics Ultimate Unwrap 3D is certainly worth a look. Very cheap compared to it's usefullness.
  4. DaDonik

    Decals again

    Initialize your pick structure with NULL and check if pick != NULL before you use it's data. I had similar problems before, so there is hope that this helps
  5. Basically it's just rendering the scene 2 times with a little offset and then coloring each render with red/green via a shader.
  6. Well i'm afraid we don't support piracy here... Apart from that i don't know a way to do what you want.
  7. Looks really natural! Must have took you hours just to animate.
  8. I'm no math genius, but i was able to google you an example code http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm You will need the picture in the upper right corner here, to rename the variables in the right way. Will take some time renaming all the variables
  9. DaDonik

    Texturing

    4500 is not bad at all Have a look at this video. It's really awsome what you can do with voxel sculpting. Has nothing to do with painting...but it's usefull anyway
  10. DaDonik

    Texturing

    Nice model you have there, but the texture space is not used very well. UV mapping with 3DSMax is a painfull task (apart from box and planar mapping )... I got myself a copy of 3DCoat and it is awsome! The automatic UV mapping in 3DCoat uses the texture space much more efficient than box mapping ever will. After importing the model you can simply draw any texture you like directly on the mesh. The toolset for painting covers pretty much everything Photoshop does. On top of that you can load any mesh as a voxel object and export the altered voxel model as a normalmap for the mesh you imported. Exports all kinds of texture and normalmaps, too. All you need besides 3dsmax and 3dcoat is LE and you have your graphics pipeline ready. PS: What's the polycount of your gun? I guess around 2000?
  11. LE is my 3rd engine and i'm completely happy with my purchase All i can say is BUY IT!
  12. I did not mean to insult the graphics of the game. But as a matter of fact the game will look much better in LE with just the same artwork. Dynamic lighting, shaders and stuff...you know what i mean
  13. You can't make such a game in LE...no way you can get that crappy graphics
  14. DaDonik

    Just to say Hi !

    Welcome to the famil...ehh forum
  15. Since try/catch can't be done in all languages, there should be an advanced version of the LE2 engine logfile. One that writes all information instantly to the logfile, no matter what errors occurs. (Is not the case in LE2) And what about an error callback. You could predefine a bunch of errorcodes and the user gets an callback method called, when an error occurs. The method gets the errorcode as a parameter and we could react to a "MeshNotFound" error for example. Would only work if those errors don't kill the engine, though. But it could work in all languages i think. Like most people here i have no problem with -> at all.
  16. Some comments in the shader code will also help experienced users understanding the shader faster/better/at all.
  17. DaDonik

    Portals

    In case your levels are buildt very linear, you can place invisible triggers around your scene and show/hide your models when the player comes across a trigger. That would be the fastest way i can think of, because you don't need to loop over all models and check their distance to the player and such.
  18. DaDonik

    Portals

    Don't forget: TGroup CreateGroup(TGroup parent=NULL); Might come in handy Never messed around with groups myself... Edit: To group models together at runtime, i would add another property to the lua file and set the group in the editor via this property. You can then easily loop over each model and group them together accordingly.
  19. DaDonik

    Portals

    AFAIK the only things which get culled by default are animated models. Besides that, everything which is not in your field of view is also culled. To answer you question: Your portals will not be culled by default when they are in front of you. Also not if they are behind several walls.
  20. DaDonik

    Kabul Street

    Why are you posting photos michael?!? I thought the gallery was for screenshots...^^
  21. Haveing the town as one big object sounds like a bad idea. Thats the way i would do it.
  22. DaDonik

    Pump up the volumes

    Sounds Great! (and expensive )
  23. Anisotropic Filtering and texture quality are on max? In the Editor i mean
  24. The problem is that it is only DXT1 format. It needs less space, but that produces the artifacts you see. Try DXT3 or 5, that will look better
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