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Joh

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Posts posted by Joh

  1. If i dont' remeber wrong the conversion is made like this :

    Body:TBody = TBody (entity)

     

    So it should be like this:

     

    Function GetMeshModel:TBody(entity:TEntity)
           While entity <> Null
                   If GetEntityClass(entity) = ENTITY_MODEL
                           local Body:TBody = TBody (entity)
                           return Body
                   EndIf
                   entity=entity.parent
    
           Wend
    EndFunction

     

    I'll check in my old code and i tell you..

    • Upvote 2
  2. iPhone is a too lucky base application..

    If you are lucky to get in top 100 you make money, if not you are out.

     

    Never tried on Androids..

     

    Symbian is a quite large market, there are few developer on that and many customers (almost all the persons wich have a mobile) also you can create mobile application that can run on Blackberry and Windows mobile too.

    So this is best market i think, but only for the moment.. Symbian is disapperaing (it will stay for years probably) but those mobile will be replaced from a sort of mini computer (iPhone/Androids like).

  3. Remove directional light from the editor, or get access to them by code..

    It's easyer remove the directional light from editor and then place it by code rather then get it from the scene.

  4. Ok, but how can i create it with material editor? Are there ani documentation about it?

    I don't think to understand.. Could you explain us what you wanna create from material editor?

    Material editor simply create a mat file (wich is a txt file) and write some line of code, that's all.

    If the question is can i create Normal map texture from material editor, the answer is no.

     

    To create a mat file (wich contains the normal map) you should select your texture 0 as diffuse, texture 1 as normal, go on shader and select mesh_diffuse_bumpmap.vert and mesh_diffuse_bumpmap_specular.frag .

  5. Correct me if I am wrong: the 'source value' is the global position vector from the picked up entity (oildrum)? This vector is then converted to a local 'destiny' vector (the camera position)? Then the first value (the Vec3) is then added to the destiny command?

     

    Sorry i was at home..

     

    Well no you need to transform the local space of your entity to global space so it will be:

    Vec3(0,0,1) (just in front of your entity in local space)

    Source entity? camera (you need to place an object in fornt of it right?)

    Destination entity? null (null = global, you can also find the position based on other entities, but this isn't your case)

    so:

    V:TVec3 = TFormVector( Vec3(0,0,1), cam, null );

     

    EDITED: (Thanks macklebee to remeber this..)

    V= Vec3(EntityPosition(cam).x +V.x,EntityPosition(cam).y +V.y,EntityPosition(cam).z +V.z);

     

    Where V is the position of 1 in front of your cam in global space, so you will place the oildrum there.

     

    This should work nicely.

     

    There is a really nice example here (this make the inverse thing, from global to local):

    http://www.leadwerks.com/wiki/index.php?title=TFormVector

  6. To renderize faster enigne normally use Back-Face-Culling, it mean that only 1 side of a face is rendered, this is always true on Leadwerks (and in almost any other engines and 3d tool), you can disable it as Lumorja told. Do it with care as this will slow down the rendering of that meshes. Of course there is no other way to renderize that leaf so this is ok for it.

    You can find more infos here.

    http://en.wikipedia.org/wiki/Back-face_culling

  7. I suppose you can't open a cubemap dds from paint.net, i have the same problem with directx dds viewer.

    I used photoshop (but gimp should work either, and gimp is free) to open it with the nvidia plugins.

  8. mmm Do you need to create normal map texture or just let it load on your mesh?

    If you need to create normal map textures there are few ways:

     

    You could use Xnormal (but you'll need a low poly model and a high ppoly model)

    You could create normal map directly on textures and so you'll need photoshop (i think you could also use gimp) and the plugin from nvidia.

     

    If you just need to add your normal to your model you can use the material editor as other user already suggested.

  9. Well unfortunately no screenshoot right now.. I come back yesterday night from holiday i was a little tired!

    I forgot to write that i am working right now.. So not today. I hope to show you the particle tomorrow morning but i am not sure.. One of my team told me that he have the solution, so i should check with him..

     

    I hope he found a good solution!

  10. Well, this is an hard question..

    I always prefer to work with a 3d artist on my team, but if i should choose, i will surely choose to buy a big pack of my own choise, obviously this will cost me more, also i'll never allow you (or who created the pack) to re-use my models, but i think we are just a few that thinks in this way..

  11. Well unfortunately no screenshoot right now.. I come back yesterday night from holiday i was a little tired!

     

    I'd like to see a high-res image or video showing what you are trying to do, and the scale of your player's ship.

    Ok, i'll try to show you an high res image. Also the player ship isn't so big (4x4) and you see it from a cockpit.

    I have problem with cruiser wich are 300x200 unit. Also the propulsion hole is quite big (50 radius) that's causing a big fps loss using only particle.

     

    Hi,

    sorry if i misunderstood something but, have you tried an animated texture to represent the effect you want instead of a particle ?

    mmm Animated textures? I didn't know you was able to use it on Leadwerks.. How could you? I tried to scroll it but the result wasn't so nice.

     

    I found out that using 4 emitters (4 jet engines) for contrails per plane for 50 airplanes wasn't such a good idea for my airport management game

    Well you should really design the game in a way where there is no such amount of particle, i mean you can let visible the particle only near the cam or some other way. There is no engine that allow you to do everything you want. Many games use trick, we should do the same.

    We choose to create a starship game trying to minimize the amount of ship in game, using cruiser, so if there are already 10 ship on game ai cannot release other, if 1 is killed 1 is released.

     

    This is just a small picture of the ship (renderized from 3d editor and not really textured.)

    Dragoon.jpg

     

    Thx for all the posts.

  12. and maybe for the trace effect you can use alpha mapping

    What do you mean? Simply use alpha on the end of the of texture?

    Already tried but there other problems, as the texture if still (scrolling texture doesn't help too much), also this type of effect it need to "change" as with speed 0 (it will off) and as maximum speed it will be longer.

  13. Can you make a good screenshot on how the propulsion looks? I can then better image what to do to replicate the effect with other techniques.

    Of course but monday.. I am working at the moment and after i'll have 3 days of holiday!

  14. We tried both. No luck or at least not what we search for, don't misunderstood me, both glow and bloom are nice effect but this is not really the effect we was searching for.

    We are trying to reproduce the particle effect (as for smaller ship) but using a big size particle it drain more fps.

    Let me said too much for us. (250 fps for small ship, 60 fps for big ship)

    I am not even sure that was a 2.3 bug (i only recently downloaded the 2.3.1.) but it any cases i think this is quite normal..

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