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fumanshoo

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Everything posted by fumanshoo

  1. Thank you very much. I searched everywhere in the commands column except the Entities section haha.
  2. How can you set an object's intensity in the script editor? I can do it no problem in the Scene Editor, but I think it'd be a lot easier to do it via script...
  3. i'll figure it out someday haha. I am really interested in it though and I hope that motivates me to figure it out sometime soon.
  4. But I thought you could do it with post-processing by drawing the postbuffer color texture onscreen with an alpha blend or are you saying that it is not supported in Frameworks...
  5. oh wow, thanks for telling me that, I was about to do a lot of unnecessary work. I see the SetSSAO and bloom and contrast and such, but is there no SetMotionBlurr? Or do you have to do that without the frameworks class.
  6. mmk, so at least there's a pretty decent reason for my confusion... ohhhh so it's more about just plain textures than post-processing effects like motion and Gaussian blurr. this probably belongs on general discussion then because I thought it was more about memory consumption.
  7. I was on this page when the question popped into my head. I should have read more though because I clicked on the PDF and I see now that it can be used for motion blurr and such.
  8. As a noob programmer, I am just a tad confused on the concept of buffers... I know that it has to do with rendering things and memory management, but are they optional or are they just one of those perks to programming? I just don't understand how to use them... what I guess i'm asking for is an example on how they are used...
  9. oh and after your frameworks update, set your pivot rotation to like...1 should look like: fw:Update() controllerPivot:SetRotation(camRotation,1) fw:Render()
  10. you need a pivot. create the pivot with CreatePivot(character) parent the pivot to the character parent the camera to the pivot it looks like you have everything else right, just need a pivot. I assume this is a third person cam, so make sure the camera position is far from the character it's self.
  11. @ChrisMAN: You should show me your gui when you finish. I am way too much of a beginner to understand most of the code you showed me, but I aspire to do so one day. And thanks for the links, I don't know why I hadn't checked the 2D drawing section earlier, I guess I was just so intrigued by the Frameworks command section that I became close minded when it came to every other command haha. @Rick: It's about time I work on 2D anyways, so I think I'll mess with that a bit. Thank you.
  12. Simple question. I assume that a HUD is just a plane in front of the camera and parented to it with applied PNG format alpha textures, but is that all there is to it? Oh and does LE even support alpha textures I haven't tested it out yet...
  13. words of a wise man and I will keep them in mind on my wonderful journey of game development
  14. Well like you said, all this isn't necessary until I have gameplay, so until then, thanks for the tips. I now have a much better understanding of ragdolls haha
  15. Sounds simple enough, but what about activating and de-activating physics when the character collides with another object. Like for example, character 1 strikes character 2 to the ground and character 2 has ragdoll physics. How does one make him not get back up from that fall but in that case, de activating the ragdoll physics again. ( basically switching the physics on and off depending on the situation ) might there be some sort of physics switch function???
  16. So I am just wondering where to start with ragdolls. I want to just understand how they work and the best way to implement them in Leadwerks. Is there a way to even do it with Lua? I've never made ragdolls before except in Blender where you make simple joints between objects, but i would like to know how you do it with a single mesh. Just want to know the basics and if anyone has a link to some good info on it, that would be much appreciated
  17. This is awesome! It reminds me of a math game I played as a little kid. Great job, man!
  18. well I thought that might work and I put SetGodRays(1) and I got a message "EXCEPTION_ACCESS_VIOLAITON" ohhhh, no I put it before the frameworks, sorry my bad, works fine now I had tried SetGodRays before, but it didn't light up blue, so I thought it was not a function to begin with, but I guess I was wrong. Thank you!
  19. eh sorry. Like I said, I have not used them before, I have no idea how to use them haha
  20. Isn't there a function like TextureHeight and TextureWidth? yes, there is... http://www.leadwerks.com/wiki/index.php?title=Textures#TextureWidth I have not used that before but I think it will be helpful for what you're doing...
  21. How does one get awesome god rays via code. I've been looking this up for a while now on the Wiki, but the closest thing I found was raycasting and that is useful info but not the kind I was looking for haha. I assume it's something like CreateGodRays, but I know that can't be right.
  22. Josh, I could not thank you enough. I needed this for an oceanography project due tomorrow ( videos will be uploaded tomorrow ) and this just saved me from so much lag. Thanks!!!
  23. I'm trying to figure out how to "terminate" an object or a scene. For example, I have water = LoadScene("abstract::water.sbx") but how would I get rid of it with the push of a button? I guessed if KeyDown (KEY_DOWN)==1 then water = 0 end but that was obviously wrong. For now, i'm just moving the water entity but that kinda sucks because it's still being rendered and it screws with my frame rate...
  24. oh yeah. Definitely going for the 660
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