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Pixel Perfect

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Everything posted by Pixel Perfect

  1. Haha, I did the same too but remembered this morning. You obviously drank more than me over Christmas Happy New Year to you too
  2. Thought I'd point people at this site. They provide a variety of free model packs and textures which can be used in non-commercial or commercial games free of charge. The quality looks reasonable although I have not converted any to gmf format yet to test them in the engine. For anyone not wanting to layout for purchased assets might be worth a look: loopix-project
  3. AAA companies do not use LUA to write their game engines as far as I am aware, its generally used for high level scripting of AI of which all of the base functionality has already been written in C++ or some comparable language. But this is besides the point, we were given the impression by Josh that LUA would be optional and its not proving to be quite the case! I could use the editor as a full WYSIWYG level designer and rely on the use of scripts but I really don't need to as I mainly use my own Editor for the fine tuning and dynamic running of my game levels. Most of my emitter based classes have lots of encapsulated functionality with them and I create them in my own Editor either with simple placeholders in the sbx file or via a seperate config file that is saved from my editor and loaded by the engine. Now I could convert all this to LUA and gain the advantage of using them directly in the Editor, but then I'm having to do so in a language which is not my first preference and there are many things that the leadwerks Editor just can't do for me anyway ... so there is little gain for me.
  4. Thats the exact point I'm trying to make. We are all being forced down the Lua route like it or not ... this was not what we were led to believe prior to the release of 2.3 I prefer to handle everything directly myself in C++, I don't want to be reliant on other peoples high level code unless I chose to. We have only really just got the engine API stable and now we are adding dependancy on a whole new layer and one which is much slower and suffers from a complete lack of professional debug facilities. I've not bought into the 'Lua is the new holy grail' bit and I object to being railroaded into it!
  5. The point I guess is that classname was a generic place holder for identifying the entity type in question. Other unique keys may exist which could be used but their original intention was not to fullfill this requirement but to represent a property value. The solution is not very eloquent. This is just the sort of 'pulling the rug from underneath peoples feet' that annoys people. People have to yet again dig into their code and alter it. Not everyone is even using Lua or intends too.
  6. I know there was a bug reported similar to this but I'm not sure if its been fixed yet. Have you re-synced recently Roland?
  7. Well that's admirable, team work and commitments are important and I respect that. Officially I believe that 3DWS, as it stands, is unsupported now so the likelihood of this being fixed is small. As you say the new version, should that come to fruition, is likely to be a better CSG editor and less of a level editor although as far as I'm aware no definite announcement has been made on functionality yet. If I get some spare time I will look at this issue in a bit more depth and see if there is anything I can do. In the meantime good luck with the project and maybe we'll see you using LE at some point in the future.
  8. This is a bug in 3DWS, it bleaches all the color out of textures on the terrain when the lightmap is built. Some textures seem worse effected than others. It does not exhibit this with the same textures applied to meshes. However, turn the intensity of lighting up 5 times and you will get an identical effect on the mesh textures too. Sure you can export as DBO and have DARKGDK do the blending for you but you will never get the same color reproduction due to technical issues with DARKGDK's rendering of DBO objects and you will lose the culling as it will group everything into massive heirarchies which prevents the Dark Basic engine from applying frustum culling. This is why I wrote the loader in the first place to get over these problems. Sorry Matty but it's kind of out of my control. If Josh would like to explain why this happens I might be able to apply some sort of algorthm to reverse it in the loader code; but it would be far easier to have it fixed at source. I would recommend you move to the Leadwerks Engine though, it's a far better engine in just about every respect imho
  9. It clearly says on orders greater than 50 Euros, not order items greater than 50 Euros. Only bundle packs cost in excess of 50 Euros. Either way ... clarification is required. I aborted my purchase this morning as a result. Happy New Year everyone too.
  10. Except you don't .... it states its giving you a rebate against all items but infact only gives you a rebate against one. So with 2 items of equal value, totalling more than 50Euros, I end up with a rebate of just 12.5% Think someone needs to look at that The example I tried was for a total order of 53.6 GBP and the rebate given was -6.70 GBP
  11. Very nice, this is really coming together now.
  12. I'd recommend Fragmotion. It's really easy to use with good tools and fairly cheap@ $50 Fragmotion
  13. I agree that this is low priority but I do like the basic idea of being able to substitute texture colours with those from a consistent color palette as that may help us fellow programmers get a somewhat more consistent feel to our scenes. However, whether this would prove effective in practice remains to be seen but it's a nice idea. Good luck with this Ubu as I think it's worth exploring.
  14. Very nice MG .... btw, how do you maintain the clarity of your videos so well when uploaded to You Tube ... what file format and codec are you using?
  15. Or better still, allow us to set it
  16. I have had lots of problems with this in the past and anyone who gets to the point of pushing the physics in Newton will do so. In your case it might just require a better physics hull but essentially small physics shapes seem to allow the controller to penetrate them and Newton then produces a massive opposite force which sends you flying off. You can try swept collision which certainly helps but is a lot slower. If you don't have much going on you can get away with this. ref: Swept Collision
  17. This was done with animated textures in LE2, its a little wobbly as it was just a test of the technique using some hand held video taken on my camera to produce a seamless series of frames to project onto a plane: http://www.youtube.c...h?v=zDOGHtVlpbg It could easily be combined with emitters to add spray and mist. Projecting it onto a slightly convex surface would probably give better results too.
  18. Found this posted today from Dexsoft in a Unity forum:
  19. Hi and welcome Dalaware and Happy Christmas to you too. Hope you enjoy your adventures with Leadwerks Engine and feel free to ask questions in the forums as there are plenty of people willing to help you and other beginners. In answer to your question regarding the framewerk in the SDK, this is designed to handle all of the rendering for you and allow mixing and matching of the major post processing effects. This was quite complicated for users to code on their own so using the framewerk gives you all that for free. It's very easily incoporated into your code and there is an example of using it in the relevant section in the wiki. Good luck with the graphics and music!
  20. Not just you, their site does appear to be down!
  21. I am pleased to report I have reached an amicable conclusion regarding the normal issues with LOD models in the Town and Castle pack. Dejan Cicic (manager) at Dexsoft has accepted they have problems with their checking methods which resulted in these going un-noticed and has informed me they will put checks in place to prevent re-occurance of this. He will be fixing the issues I've highlighted in the new year. I'm pleased with this outcome as I really like their model packs and am now quite happy to resume purchasing and recommend them to others.
  22. If you can reload the .3dw file into 3DWS and it displays correctly then it clearly isn't an issue with 3DWS. You could try exporting as a .dbo file and loading that into DarkGDK to see if that displays the texture ok. If so then the issue is probably with the plug-in. You might check that you have exported all the meshes and textures with the .3dw file too and that its not just the fact that DarkGDK can't find them.
  23. Very nice work, the glass especially. You've really cracked that!
  24. Yes, thats basically correct. You need to switch between the rendering worlds when you add your various objects such as emitters etc. I don't know what the BMax equivalent is (I'm sure its very similar) but I'm using the framewerk in C++ and would add an emitter as follows: // Set transparent world m_pFramewerk->GetTransparency().SetWorld(); // Emitter code .... .... // Set main world m_pFramewerk->GetMain().SetWorld();
  25. A big thankyou from me too Gordon
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