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Joh

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Everything posted by Joh

  1. Nice to hear it. Where i should read some update on LE3?
  2. Hi guys, i finally found some time (and a little team) to come back on some projects.. Is there something i should know? I was "away" for 1 year (more or less). JoJo.
  3. In other words you need to specify which Collisions you want.
  4. No i don't think so, but you can use the callback ( EnableMaterialCallback ) so when it's called do something.. Not sure if this can help you.
  5. Well it's seem right.. Could you try to invert the Y value of the normal map, maybe it's simply reversed..
  6. EDITED: Removed comment.. Don't mind i was drunk
  7. Mmm, i saw this type of error when the map have no (or bad) mipmap. Don't you have another way to convert it? Gimp is free maybe you could give it a try? I don't have pureLight so i can't check..
  8. Did you try to remove the normal map?
  9. Could you post your normal map to dl? Maybe something wrong on it? You could also try to test it without normal map (changing the shader too).
  10. UpdateMesh ( mesh ) Did you updated the mesh?
  11. Do you use Navmesh? Also do you have many not-static obstacle (npc, veichle, etc..)? An A* can be optimized to suite many of your needs, so i need more infos to give you something good.
  12. Also don't forget that you could set key and retrieve it in this way you don't need many public variable.. As for example: You create 5 trigger trap, you set a key like this "Type of entity" = 1 (1 trap, 2 ai, 3 player, 4..) , when 2 entity collide you can get the key, also you could set other value to them as for example the "effect" you need to reproduce.
  13. Joh

    this engine

    The guys who start this thread is like a character in call of duty who run naked in the battlefield screaming all around "Please shoot me".. Why not? I like trolls..
  14. What do you mean exactly? You could use a public variable in your main loop..
  15. http://www.leadwerks.com/wiki/index.php?title=Entities
  16. I think he mean add the "other" parameter (cullface, blend, etc..), in this case i don't think it's possible.
  17. I don't think it is.
  18. Hi, i am back to "work" (well i am on holiday now but i am back to work on Leadwerks) the game we are creating is quite simple it's a spaceship game (like the old x-wing or wingcommander) with few more option like buying part of ships and trade. We need to complete it on October and it will probably sold on December, we really hope to achieve this objective! Nice to see there is another version..
  19. I have a suggestion could you let it downloadable?
  20. Thx, i'll take a look.
  21. Hi omid, i don't think this is a "feature" this is a MUST. It's hard to understand why the engine use a whole own mesh format but is still related to OBJ file. If Josh can't handle this (lack of time, lack of will or other..) maybe we can do it. I can do it too, but i don't know what exactly this phy is.. Maybe it will be better if we can have the phy-tool source code.
  22. I already asked for it, but my post seem disappeard.. Can we have a phy converter or a gmf-phy tool? I don't have the original obj file and to let it work with new version of leadwerks i should ask again an hand to the guy who did the conversion..
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