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Pancakes

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Everything posted by Pancakes

  1. have you tried the move entitey command as opposed to setposition
  2. let's hope so, I've always loved Hydrax so much, don't let him get away ! Track him down to the ends of the earth. Maybe he'll also throw in the advanced sky.
  3. Alright guys, that was quite helpful. At times when I look at my own model long enough I go snowblind. So I think the issue with the proportions was that her crotch was too low and her hips did not transition properly from her waist into her buttocks. I don't think the size was the problem. I also narrowed her shoulders by a very slight amount. These are the updated pics. She is wearing a skirt in one and I think the skirt fits properly which hopefully means her anatomy is closer to being somewhere approaching good. What else? Or are you seeing more issues with her bottom/top proportions?
  4. Here is a base sketch of a character that will probably be in my first Leadwerks demo. She doesn't have much details right now but I was looking for any critiques as I attempt to proceed with further detailing. So far I'm the only eye that has looked at her so if you see a glaring issue it would be a big help if you could point it out to me. thanks
  5. Yeah if they release that particular engine with the features that they planned on within a certain span of time, it will be a extremely big deal. However with the delays, it's going to give literally everyone else a chance to catch up with them. I own a license to Visual3d.Net. It was a difficult decision to leave Visual3d for Leadwerks, but not so difficult to stay here. Those are good people and they have stated that their niche is large landscapes so I think you might be right, Visual3d.Net is the right engine for you. Their water and sky is amazing. However their interior lighting optimization is non existent. So for me it came down to amazing water and sky and large landscapes of Visual3d.net, vs the amazing rendering and lighting of leadwerks. I like them both. If only we could smush them together and form one giga engine like Voltron. I mean now that I think of it. Since Josh is looking for investors anyway. What if Leadwerks and Visual3d.Net just combined their code into one somehow. Then Leadwerks would inherit the infinite landscapes, advanced water and sky, while Visual3d.Net would inherit deferred rendering Lua scripting and a really nice API. Hmmm. I wonder what Josh thinks about that. The guys at V3d.net have spent years on their infinite landscapes already and are almost ready to push it out I think. Yet they don't have any interior lighting scheme at all, which Leadwerks is a genius at doing. Oh well it's best for me to stay out of this sort of business. But an interesting musing anyway.
  6. Yeah I agree I like the Hydrax video. Maybe he can also put an advanced sky into Leadwerks as well =) *greedy* The guy Josh is talking about placed that water into Ogre which is open source. There is also a guy who contributes to Blender game engine who has made some water his name is "martinsh" http://blenderartists.org/forum/showthread.php?t=152343 It's possible he might be able to help get you in touch with the right someone, which may in fact turn out to be he himself.
  7. Well I think Ogre's API is pretty tough to use. It's kind of a polar opposite to Leadwerks. The reason I can't give you any specifics is because I could never figure anything out. Not even how to make a render window. Now either Ogre is really complicated, I'm dumb, or maybe it's a combination of the 3. But I could make a render window within 10 minutes of Leadwerks. Although I'm sure some people could do it within 5.
  8. but we won't need GPUs once Unlimited Detail technology is implemented
  9. It is definately not worth it unless you are part of a completely inflexible professional studio production pipeline. Which rarely happens these days anyhow from what I hear. Imo Blender is to 3dsMAX as Leadwerks is to CryEngine2. One is called professional sure but to be honest they are not all that different when you get down to what they are capable of doing. Except blender has a built in game engine and Max does not. Blender is not a poor man's max anymore. But these are just my opinions which are completely frivolous at the end of the day to anyone except myself.
  10. Pancakes

    Vegetation nation

    Leadwerks king of beer i mean game engines.
  11. this concerns me too a novice such as myself could use as much help as I can get, and the inconsistency in the way that the commands receive highlighting in the editor is something that has brought doubts to my own coding experience in the past, present and I'm sure the future as well
  12. last time i tried torque performance was baaaaaaaaaaaad blender game engine is much better than when the new torque first came out; haven't looked at it since then though I'd say Leadwerks editor is just fun to use. It's so simple and clean. That's a reason to go Leadwerks.
  13. Thanks again guys. With this lesson I will be able to do very simple cause and effect relationships between entities that have custom properties in them. Once I do some more reading on Lua that is.
  14. Thanks a lot. It would have taken me a week to figure that out on my own. Looking at what you did I think I understand it. However when I copied your script and saved it, the in-editor property group was disabled for some reason. So I changed the property portion of the code back to the way I had it (basically copying Josh) and now it works perfectly. Here is the code right now. require("scripts/class") require("Scripts/math/vector") local class=CreateClass(...) function class:InitDialog(grid) local group self.super:InitDialog(grid) group=grid:FindGroup ("behavior") group:AddProperty ("TurnSpeed", PROPERTY_VEC3) end function class:CreateObject(model) local object=self.super:CreateObject(model) object.model:SetKey("turnspeed","1,1,1") function object:SetKey(key,value) if key=="turnspeed" then self.turnspeed = StringToVec3(value) else return self.super:SetKey(key,value) end return 1 end function object:Render() self.model:Turn(self.turnspeed,1) end end Thanks a lot! That's a really big help for me. I remember StringToVec3 from CryEngine Flowgraphs Lua has it too
  15. Hello I have a custom property to simply get an object to turn. Can I get a quick rundown on what I've done wrong? Thanks require("scripts/class") local class=CreateClass(...) function class:InitDialog(grid) local group self.super:InitDialog(grid) group=grid:FindGroup ("Behavior") group:AddProperty ("TurnSpeed", PROPERTY_FLOAT) end function class:CreateObject(model) local object=self.super:CreateObject(model) function object:SetKey(key,value) if key=="TurnSpeed" then object:Turnf(value,0,0,0) object:Render() end end end
  16. good thing you got it working, but what do you mean by SOURCE_LOOP has to be 1?
  17. Yes. It's really cool. Those boxes could theoretically be chickens or decals or black holes and THINGOIDS.
  18. did you enter your registration key? What error is it giving you? If you're problem is the same as mine was, then Josh will have to fix it for you. It's in the middle of the night in US I'm not sure what timzone you're in
  19. Looks like a depth buffer effect to me. The same kind of thing they use for underwater effects. You could tell it to artificially increase the depth value of things that are proportionally distant from the camera or occluded from the character's line of sight. Then cast a foggy effect in areas where the depth value is past a certain threshhold. I think that's what you're talking maybe. If not ignore.
  20. ahh, you know what that's what I tried to do but I put it on the wrong place, thanks btw SetScale gives an error "value at index 2 is not an object", I think I'm supposed to use ScaleMesh but I need to test that out some more ah, left out the Vec3 okay that was a big help thanks a lot
  21. Hello, I'm getting my first lua scripting by messing around with Josh's Bullet.lua I have some experience with Python and javascript but sometimes I'm an idiot. It would help me a lot if I could get some basic answers to some basic questions. Just to get used to Lua I'm just trying to make a cube spawn whereever a bullet hits a model. How would I do that? I tried some attempts last night but all I did was make the game slow down. Here is what the script looks like unmodified just as a reminder. function UpdateBullets() local bullet local pick local nextpos = Vec3(0) local emitter,model local bulletforce for bullet,nothing in pairs(bullets) do if PointDistance(bullet.origin,bullet.position)>BULLET_MAXRANGE then bullet:Free() else nextpos.x = bullet.position.x + bullet.velocity.x / 60.0 nextpos.y = bullet.position.y + bullet.velocity.y / 60.0 nextpos.z = bullet.position.z + bullet.velocity.z / 60.0 pick = LinePick( bullet.position, nextpos ) bullet.position.x = nextpos.x bullet.position.y = nextpos.y bullet.position.z = nextpos.z if pick~=nil then SetWorld(fw.transparency.world) emitter=CreateEmitter(5,700,pick.normal,1) emitter:SetVelocity( pick.normal ) emitter:SetRadius(0.1,0.5) emitter:SetWaver(10) emitter:SetColorf(0.5,0.5,0.5,0.1) emitter:Paint(material_impactdust) emitter:SetPosition( pick.position ) emitter:SetRotationSpeed(0.1) SetWorld(fw.main.world) model=GetMeshModel(pick.entity) if model~=nil then bulletforce = bullet.velocity:Normalize() d=-Dot(pick.normal,bulletforce) d=math.max(0,d) bulletforce.x = bulletforce.x * impactforce-- * d bulletforce.y = bulletforce.y * impactforce-- * d bulletforce.z = bulletforce.z * impactforce-- * d model:AddForceAtPoint( bulletforce, pick.position ) end bullet:Free() end end end end Thanks
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