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Posts posted by Joh
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I am facing a little problem, i have done some test but i have no other idea now..
I need to create a laser beam like this one:
http://www.infinity-universe.com/Infinity/index.php?option=com_zoom&Itemid=90&catid=6&PageNo=2
I tested with 4 planes and a texture with an alpha blending and bloom, the result is nice but only when the plane aren't facing the camera, obviously when it come directly in your face you will see the plane issue (no deep on plain).
I tested with mesh too, but i am unable to do it looks as i want..
Any suggestions guy?
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I suppose this update will be close soon
I'll w8 till all seem been fixed.
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That's nice. Thanks.
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Can we/i have the code you actually use to create the convex body of terrain?
I am planning to create a semi-sphere terrain and i should re-written the body, but i really don't know how..
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I'll tell to him. Thanks.
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Good to know.
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Well if i tell you why he wanna that one you surely laugh..
Because in this new version he told me if you bring the cursor near at "(" it will evidence the close ")" ..
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Ok many thanks.
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1.39 is working as you know?
A friend of mine wanna use that one.. But i don't know!
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Wich version of Bmax is compatible with Le?
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mmm Collisions(COL_PLAYER, COL_BALL, 2) this should work.. But i see you already did.
This is strange.
Just for curiosity insert this also Collisions(COL_BALL,COL_PLAYER, 2)
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But now I have another problem: I use no response collisions, but whenever a collision occurs the body (cylinder) rotates, although there is no code in the collision callback at all. The ball behaves correctly, it does not move or rotate.
Of course this is quite normal, your body collide with the ball (right?) it have 0 gravity so every hit it receive it will made a spin or rotation. You could solve this problem in 2 way:
Set the collision mode to 0 (no collision performed) so you know when the leg hit the ball and in wich point but you should choice where the ball should go (with math calculation) in this case you could also "cheat" (as PES do damn game!)
Or force the cylinder to don't spin setting his torque/omega every loop.
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Few questions before answer:
Have your character a body itself?
Is this body active? (mass > 0)
Also could you show your code to understand if there are errors?
Anyway i suppose all the body should collide (as for example if i shoot the ball should not pass trough his chest).
Also i suggest you to use joint to drag the ball (also it's usefull when you receive a tackle).
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I definitely chose Leadwerks for a MMORPG project (fantasy environment) that I'm following currently. Yet I'm atm the only programmer
Man this is a ton of work!! You surely are brave! I hope you have at least designer..
Anyway happy to know there is someone who won't care about works!
Ball game: something like marble blast, but with richer worlds. There is not really a story, it is just gameplay. It is more a test to teach my self some scripting.Seems fun.. When you have beta or alpha i can do some test
Horror game: currently going under the name of Project: Silent Rose. The game is combination of inspired works like Eternal darkness, Penumbra (the interactive system), Fahrenheit/indigo prophecy. The player is going to have rich interactivity with the scene and everything, including menu's and health system is realtime (no huds). The storyline is based/inspired by the work of HP Lovecraft. At least that is the sort of ambience we are going for.developer diary and story-blogThis also seem quite interesting horror games are going strong right now..
My project (as written in my profile) is space simulator as Wing Commander (more like Wing Commander Privateer) where you are a Privateer you can sell/buy goods, fight in space, buy ship and others.
My project need to be ready till November, but looking how fast is going i suppose it will be ready in less time.
Thx to share.
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I saw there are a lot of screenshoots about projects, i am pretty curious to know how much of these screen are currently project.. Also i am curious to know some infos about it (genre, story, and so on.)
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What are you triyng to do with this?
EntityParent(fw.Main.camera, Null)
Also if the cam is placed on a controller it will be "shaky" because the controller is..
Try to position the cam after the render and update.
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Remove UpdateFramework() also why this is called on loop?:
Else 'using pivot EntityParent(fw.Main.camera, player.camPivot) PositionEntity(fw.Main.camera, EntityPosition(player.camPivot)) End If
Parenting a cam to a pivot it's something you should do just once..
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Don't worry man i understood!
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For me? I don't need it
Gilmer needs but seem he solve the problem.
In the future, I want to implement a feature I am calling "stages". This will allow you to define a stage for an entity or material, and then render a camera one stage at a time, with your own code in between to handle effects.This seem smart.
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About the camera i think you should rotate the main cam (bg camera is parented to that one i think).
For image issue, i don't know right now, i need to think about it.
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Once Editor gets CSG, I think the logo could be slightly changed to show some carved cube, and then it would be unique for LE, since no other engine has CSG.
Do you mean this ?
http://en.wikipedia.org/wiki/Constructive_solid_geometry
The Unreal engine uses this system, as does Hammer (the native Source engine level editor), and Torque Game Engine/Torque Game Engine Advanced.It's seem other engines already have..
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So i could just use the same diffuse.. Ok i'll try.
Thx.
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For me a logo is simply a logo.
For leadwerks a logo is the image this engine wanna show in all his product.
No mine choice.
The only think i need is a good (in term of quality image) logo to use in my project.
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The new logo remember me this:
Laser beam
in Game Artwork
Posted
This can be a nice effect, but i assume there still the same problem when the laser face the camera.. The only way to "fix" this problem is to fully fill the deep.