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CGMan

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Everything posted by CGMan

  1. what features will the lightmap generator have? can we use ambient occlusion/indirect lighting? I don't need this, I'm just interested
  2. I'm interested in that as well. even if there won't be any support in the beginning, we can use tricks to get the effect like a second camera just rendering a plain with the scene buffer as the texture and an effect applied to that plain. then copy the rendered image, change the effect technique, texture with the new image, render, copy image, change technique, texture, and so on. should be fast enough
  3. CGMan

    Gameplay!

    yes a not-script is not that complicated to make :-} It's beatiful, we don't have to worry what object receives or sends what, we just see it in the flowgraph
  4. CGMan

    Gameplay!

    so, in this example, it stops opening when the player leaves the trigger? are there standard scripts like a NOT or something, because then, you could close the door again easily when the player is not colliding with the trigger
  5. CGMan

    Gameplay!

    I really like this approach! does the trigger object send the signal just once, or every frame?
  6. A book is just easier to read in contrast to a glowing monitor screen. The only thing missing is copy and paste, but its better to understand and rewrite every single line anyway.
  7. I really have no idea about cross platform development or Apple stuff in general, so this probably sound really stupid. Is it possible to create a game with LE3 on windows and test it on an iPhone, or is it necessary to use a mac for that? Is it even possible to transfer the game easily, or do you need to upload it to the app store and/or conclude a contract? I am in the dark and you probably can help me the most It seems that using windows is not possible for know
  8. CGMan

    Unit Testing

    This seems really easy to use, especially commands like Device::GetOrientation() keep things simple, I also agree with ZioRed. I don't get the idea of the context object, is this something like a render buffer?
  9. I totally forgot about soft bodies... but this is a good way to create deformable cars(!!) or similar things Maybe I missed this, but will the mesh-to-primitives-technique work with animated objects?
  10. CGMan

    Editor Documentation

    I know that feeling you described concerning the usual documentations. Your documentation seems to be easy to understand, and it has structure. I also like the idea of "in case you want to ... then do ...", it feels complete thank you for doing all this
  11. I would really be interested in this software, maybe he will answer that question one day
  12. CGMan

    Happy New Year

    I have been following your blog for a long time now and I can't wait to explore LE3! the scale option is one of my favourite new features lol
  13. I finally solved the issue. You just have to use the framework commands instead of buffers. lol. I learned from the old wiki pages, all examples are made with buffers there
  14. I'll check if they still exist when loading the scene tomorrow. for now I have to go to bed sorry ^^
  15. everthing seems to load fine Loading model "d:/leadwerks engine sdk/models/entities/environment/corona/environment_corona.gmf"... Loading mesh "d:/leadwerks engine sdk/models/entities/environment/corona/environment_corona.gmf"... Loading script "d:/leadwerks engine sdk/models/entities/environment/corona/environment_corona.lua"... Creating class environment_corona Loading material "d:/leadwerks engine sdk/models/entities/environment/corona/flare1.mat"... Loading texture "d:/leadwerks engine sdk/models/entities/environment/corona/flare1.dds"... Loading shader "zip::/leadwerks engine sdk/shaders.pak//corona.vert", "zip::/leadwerks engine sdk/shaders.pak//corona.frag"... ... Creating class environment_emitter Loading material "d:/leadwerks engine sdk/models/props/le examples/firepit/smoke.mat"... Loading texture "d:/leadwerks engine sdk/models/props/le examples/firepit/smoke.dds"... Loading shader "zip::/leadwerks engine sdk/shaders.pak//particles/particles.vert", "zip::/leadwerks engine sdk/shaders.pak//particles/particles.frag"...
  16. when I call LoadScene, my .sbx file loads properly, with all scripts running and so on, but all particles and coronas are not visible. Is this a common problem and is there a way to solve this? I'm using LE2.5, and C++ for programming, the particles are the standard LE dust particles and coronas. It works in the editor by the way. thanks in advance.
  17. I'm dying to work with that, the whole engine will be a total awesome monster
  18. I don't know if this problem has already been solved I've got a problem rendering transparency in 3DWS. The surfaces are still solid, with no transparency applied. I'm using Win 7 64bit and a NVIDIA GTX580. I created some shoe sprites to fill a shelf in a shopping mall, texture resolutions are 128x256, 256x128 and 256x256, file format is DDS DXT5, with mipmaps, the alpha channel only covers the shoe itself, so that all sould be fine. I also plan to add clothing, it would be great to see the results in realtime, its difficult to work without that feature. The screenshot shows what it currently looks like Thanks in advance
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