DaDonik
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Posts posted by DaDonik
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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
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Basically it's just rendering the scene 2 times with a little offset and then coloring each render with red/green via a shader.
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Well i'm afraid we don't support piracy here...
Apart from that i don't know a way to do what you want.
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Looks really natural!
Must have took you hours just to animate.
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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
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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?
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LE is my 3rd engine and i'm completely happy with my purchase
All i can say is BUY IT!
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Cause he is a crazy fellow
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I haven't laughed that hard for a while. Seems pretty decadent to me...
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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
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You can't make such a game in LE...no way you can get that crappy graphics
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For ~150€ you get a 460GTX which is has the best prize/performance ratio atm. At least thats what i read.
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Some comments in the shader code will also help experienced users understanding the shader faster/better/at all.
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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.
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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.
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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.
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Haveing the town as one big object sounds like a bad idea.
for example, create some houses, roads, etc, and then create the scene with LE editor, placing all object in it?Thats the way i would do it.
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Anisotropic Filtering and texture quality are on max?
In the Editor i mean
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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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Is your basic knowledge not enough to make such a room yourself? You don't need Textures or UV mapping when it should look like that example.
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Haha rick, that was close
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It imports nearly everything and lets you export nearly everyting. In between you can UVmap the model if you like. Thats basically UU3D.
As i don't use Max, i don't know if UU3D is required for that.
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The higher the framerate, the better. There is no such thing as a recommended framerate.
You're graphics card is fine. The thing is that you have a high resolution and all settings on max.
Keep in mind that LE is a deferred renderer and has a higher initial impact on the framerate than
forward renderers do.
Just let the players choose the effects and resolution they want, that way it will work on any PC which
supports leadwerks. Turning down the screen resolution has the biggest impact.
Leadwerks compatible with Dark GDK?
in General Discussion
Posted
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.