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fumanshoo

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Everything posted by fumanshoo

  1. I got lost when you said and Are you saying that I have to add something like "require(Update)" in order for Updates to work? and I also do not fully understand SetKey or GetKey. I don't think I need to know it yet in order to get through a simple day/night cycle, so no need to tell me unless I need it... Thanks for the response though. I just learned something new and useful
  2. In that case, I think a better question is where to put it. I have put it in what I thought would be the right spot, but I came up with an error message. I am having a hard time just copying and pasting that line in the directional light's code because it seems as though I need to start a whole new function, but I have no idea how to do that even after looking at the directional light's code a few times...
  3. So I have no idea how to use the "self" command and I think this is a nice chance to figure it out. In the editor, I have the default directional light. If I add a line of code to the light saying: [/size] self.light:Turn(Vec3(AppSpeed()*0.5,AppSpeed()*0,AppSpeed()*0)) should my directional light turn? I don't have much time today to research things, so I thought I might ask you guys...
  4. Yay! I was really hoping that would happen because I get stuck so often without Lua examples
  5. I asked a similar question before, but is it wise to have some characters ( main characters ) with textures around 2048x2048 while others ( NPC's and enemies and what not ) have 1024x1024? Right now, all of my characters have 1024x1024, but I want to make my main characters as high-def as possible and it looks really nice with 2048x2048. I don't know how heavily this will effect performance if I only use it on one on-screen character at a time...
  6. Not the best input, but you can also do: SetWorldGravity(Vec3(0,0,0)) I'm sure you could get some fun results with that... if you are switching gravity off, you could set it to Vec3(0,.5,0)) to make your character float up...
  7. True true. I can't help to agree with you either, but for the sake of time, Speed tree is worth using in my opinion... but it is hard to get a variety. stuff like this is hard to make in speed tree. http://3.bp.blogspot.com/_ONwB9DcgA9o/SxHMXe32FOI/AAAAAAAAAGs/SPoOlEtA9pY/s1600/africa-kruger-park-baobab-tree-in-sunset-large1.jpg
  8. Dude, use the Sapling addon. That's what I use and it is amazing. Go to User Pref. (CTRL+ALT+U), go to add curve then find sapling. Then add/curve/add sapling. You can create a tree in two minutes ( if you have textures ) and it's really interesting what results you can come up with. It comes with blender 2.5, so you most likely already have it... here's a tutorial...
  9. Thank you very much for the response. That sounds very interesting, especially the threading part even though it is beyond my level of understanding. I also really like the scaled bodies part. I really hate going in and out of programs to scale objects. Unfortunately I won't be the first to purchase LE3 because I have to finish building my computer first, which by-the-way looks bad *** and I only need a few more parts. Thank god I took your advice a while back. I saved a good $200 and my computer is a chunk of godliness.
  10. Hey, so last time I asked this, I think the reply was something along the lines of "we are not sure yet" but it seems that LE3 is only a few months away from it's official release. Do we know what physics engine we are using? If so, what does it support and on a scale of 1-awesome how good is it? Also, does it support soft body physics? ( I know I asked the soft body question before, but I really want to see how Leadwerks looks with it despite it's effect on performance ). OH! Forgot to ask... how will we select specific verts to have soft body effects. Like lets say we have a skirt or something and it has to be held up by the waist. How would we keep the waist static and the rest cloth?
  11. It is just a test. I have all of the materials bunched into one bitmap, but one of the textures that I bunched into the image is a little messed up ( which I can easily fix ) but I just want to see if I can add it to another bitmap instead.
  12. ok, and am I able to do things like character:Paint(material) character:Paint(material2) doing it with code in the Script Editor might be easier. I guess I should have titled this "MORE MATERIALS" because I need to add more than one material to my character...
  13. Is there a way to add more than one texture to a single object in the Editor? If so, does it have to do with the class script stuff? I kind of expect that you add a new "Appearance" line or something...
  14. Haha believe me, Shader Map is definitely worth the purchase. It's easy and it gives you full control over the normal map. Not only that, but you can upload just about any format model into the app and manipulate the normal map on your character in real time. I love it!
  15. I am trying to spawn a model by clicking. I expected it would be something as simple as if KeyDown (MOUSE_LEFT)==1 then LoadMesh (blah blah blah) end why can't I click?
  16. All of my characters have normal maps thanks to Shader Map 2 which is relatively inexpensive and has some really nice results. I should really rely on normal maps more because it almost adds fake detail in a way. A flat surface can look like a bulge thanks to normal maps.
  17. Thank you. I have a feeling that what I was using was OK, but I think I will keep it as low poly as possible and work on some good texturing to make it look better than it actually is.
  18. WHAAAA?!?! I don't know how I could accomplish that with the character I am making. Maybe for some NPC's, but that would decimate my main character's detail to practically nothing! I guess I'll try to get the main down to a good 10,000 and the others down to about 3-5k, but other than that, I don't know how I could achieve 3,000 with main characters...
  19. It is, but the characters are starting to look really nice and there will not be too many characters on screen at once, so I thought I could make some exceptions. I think maybe I should stick to a good 15,000 polys for main characters because I just realized how quickly those numbers can add up. What would you suggest for main characters vs NPC's... Some of the NPC's in my game will be playable which is why some of the enemy characters reach about 10,000...
  20. Ok, I try to stay below that, but my main characters seem to cut really close to 20,000 especially when I add more detail. I suppose I should make high and low poly models of all my main characters to make it easier on computers like my laptop which can hardly handle 2D games like "The Binding of Issac"
  21. I was wondering what my poly count should look like for my main characters vs my NPC's and enemies and what not. I am not showing too many characters on screen at once, but I do want my main characters to have some sort of badassery, and I am having trouble doing that at a low poly count. My main characters are around 15-20k while my npc's can end up in the 5000-10,000 depending on relevance. Is that a good set of numbers to stick to? 15-20 for main characters and 5000-10,000 for less relevant characters?
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