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Posts posted by Laurens
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Hi,
On very large terrains it is impossible to get the entire terrain on screen at once. Is it possible to set the camera view range like it was in Sandbox? Been over all the options and nothing seems to do so.
Thanks!
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If your program is crashing on the Load call, make sure you have created a world.
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Great, thanks!
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Has the TextHeight command been removed from the DLL? I can call TextWidth from Ubu's header just fine but TextHeight fails saying it cannot find a suitable entry point. Is there a replacement for this command?
Thanks!
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Hi!
Do collisions have to be enabled in order for CameraPick to work?
I keep getting an AccessViolationException when trying to pick the terrain.
Thanks!
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Ah got it!
Thanks!
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Hi Ubu,
I was just looking at the code of your library and noticed that CameraProject and CameraUnproject return void and take only two parameters (camera and position). As far as I can see, position is either used to specify the position to project/unproject or to store the results in.
Is this intended? How would I project/unproject a position?
Great work on the wrapper though!
Cheers!
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Thanks Josh.
So I guess it's not possible to load it directly from the binary then?
Cheers!
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Apologies, I meant loading it in code from the binary. Like LoadFont("incbin::arial9") or something. Except that doesn't work
Cheers!
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Hi everyone,
Is it possible to get the default, built-in font Leadwerks uses? I'm talking about "incbin::arial9".
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That did it!
Thanks
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Wow, good to hear it'll run on Mono
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Hi guys,
I am currently building an RTS camera and not being so great at math I am a little stuck.
The camera has a certain altitude which can be adjusted by the player, let's say it's 10.
The camera is rotated a certain amount on the X axis to make it look at the ground. Lets say 40 degrees.
Now, when I press "W" I make it move locally on the Z-axis. This makes it move forward, but because it is rotated on the X-axis and thus having the Z-axis facing the ground, it also moves down. I need to figure out how much to move the camera up along the Y-axis for any given amount on the Z-axis (let's say 1 for arguments sake).
Can anyone help me figure this out?
Thanks!
PS. I know I could just let the camera move down (MoveEntity) and right afterwards call PositionEntity and reposition it on the Y-axis but I prefer to do it properly. This seems like a dirty workaround.
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I doubt he added more bump mapping. The postpro just makes it pop out more I guess.
Guess it's also a matter of taste. I personally feel that Ubu's orginal shot looks way better than Aion. I think Aion and WoW look horrible.
Maybe you can compare to this shot. It's from Lord of the Rings Online of which I personally feel it has much more atmosphere.
http://lotro.arinthros.com/screens/files/landscape/shire_awesome-brook3.jpg
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Thanks for the response Ubu, I will do so then
Any idea where the delay might be though (parsing the INI perhaps?)? Because I am not experiencing a delay when loading regular textures. That's why I was so surprised
Regarding AA'd fonts: you can apply AA in Font Studio before exporting and load them up in the engine. Haven't had any problems with it.
Cheers!
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I have never done so myself but I believe UU3D is capable of doing so.
EDIT:
I forgot about your seconds question.
You need to create a material in material editor and give them the same name as the materials on the model. You can check with the model viewer which names those are.
Also: in before macklebee tells you to move this somewhere else
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Nah, just kidding, but really, we should keep this stuff out of GD
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If you are a programmer like myself, you can use this POVRay plugin to create starfields. It's possible to create starfields, nebula's and other celestial objects with it. Completely customizable.
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I've seen a lot of art related tools fly by.
On the programming side of things I am using Visual Studio 2008 Professional (C#). You can get Express for free but if you can somehow get Pro you get all the goodies such as built-in class diagram editor.
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I went back and forth between C++ and C# a couple of times.
Settled for C# in the end because of:
A) Unified Event Model. Oh how I love this.
No dirty hacks required to make circular includes work. (A has B, B also has A).
C) It cuts development time in half (partly because I know C# better than C++).
D) Built-in class diagram editor with code generation in Visual Studio. Kinda supports point C.
Being a binary licensee I cannot run my games on Linux anyway so I don't really care about that. When Leadwerks does start supporting other operating systems maybe I can get it to run on Linux anyway using Mono. I haven't checked.
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Hi guys,
I have been busy on slapping a GUI together and was kind of surprised when I noticed that loading fonts is pretty slow. Let me explain.
I have a GameScreen which renders the 3D prettiness and such. When the player hits the escape key it creates a new PauseScreen and pushes it on top of the screen stack. Because the PauseScreen has - at that point - not yet been initialized, the screen manager calls LoadContent on it where it starts loading images and fonts used.
When I do not render any text to screen, the pause screen shows up instantaneously (well, for the eye) as opposed to a quarter of a second delay when it does have to load fonts. For custom fonts this delay remains even after it has been first loaded. Not so with the built-in font. The built-in font has a delay when first loaded but is instantaneous every time afterwards. I am not freeing the font in any way.
Has anyone else noticed this?
I am thinking of creating a FontPool that loads all used fonts at the start of game and maybe circumvent it. However, if I am the only one experiencing this delay then I'll dive deeper into my code to see whats wrong.
Thanks!
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I need to finish my inventory code, but before I can do that I need to choose a style and stick with it to save having to start it again later down the line. From experience there are many different types of inventory and not all of them, in my opinion, work very well.
I would appreciated it if you could tell me what you find the most fun.
1) Bags - Items have different shapes and sizes, you have to fit them in as best you can
2) Bags - Items have set slots, each item occupies one slot, some tpyes of items can stack.
3) List - Items appear in a list, space is unlimited, Items appear in order of power/strength
4) List - As above except there is a limit to how much you can carry, e.g. Fallout3
Ofc there are more types, but this is to give people and example. If you have any ideas then I would love to hear them. This is also closely linked to how I will store the data for the items and how I will handle equiping of weapons, items and other things. Are there any good approaches to equiping that people have really enjoyed? I need some inspiration. I don't like the WoW method. Gothic 2 worked well but it is quit outdated now, would be nice to have a nex gen approach that is similar.
Anyway I'm open to ideas and suggestions! Cheers
I personally liked the way it's done in Dragon Age very much. It's a single bag for your entire party (not sure if you control a single character or multiple in your game) that categorically lists your items.
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Has there been any word on the new DLL with Framewerk compiled in?
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Thanks for the input all. I am going to give this a whirl later this week and let you know what I cook up.
Cheers!
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Thanks, really got me started using LUA
Camera range
in General Discussion
Posted
I'm talking about the 2.3 editor
Cheers!