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DaDonik

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Posts posted by DaDonik

  1. 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.

  2. Hasn't someone posted an update on From Dust like 2 months ago as a status? I thought we all saw it o.o

    You're right Lazlo, i thought the same thing ;)

     

     

    I wonder how "dynamic" the game will be in the end.

  3. 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 :)

  4. 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?

  5. 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.

  6. 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.

  7. 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.

  8. 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.

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