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fumanshoo

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Posts posted by fumanshoo

  1. 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.

  2. 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.

  3. 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...

  4. 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.

  5. @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.

  6. 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...

  7. 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???

  8. 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 :)

  9. 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! happy.png

  10. 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.

  11. 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...

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