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MikeClarke

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Everything posted by MikeClarke

  1. I was looking through alot of the screenshots people have shared of there work and there is alot of nice terrain that people have included. Since there is currently a lack of a terrain editor in LE3 I was wondering what external app people were using the generate there terrain. I was looking at using blender following some amazing tutorials on youtube. However, my issue came with it creating a small portion. I have been on their irc asking how once I create this huge landscape I can split it appear (or join several small pieces to ensure edges match) but not getting much joy. I'm basically looking to create a long river a path and hills on each side I just need the land itself as all the extra detail (rocks, trees, grass etc) will be done seperately. So it's not a random generation thing im after.
  2. Wanted to put an update onto this. I left it for another hour and it hadn't worked so I cancelled. Uninstalled leadwerks completely & ran the updater again and it worked. I've had a couple of other errors since, mainly when I opt to "run" or "build" the demo. I was getting a map error 16 (theres a vs10 fix mentioned in another thread) the other being just "Error: Failed to load" with no further info. I'm downloading vs10 now and will run through the fix Shadmar gave here hopefully that will resolve it Ok that worked, I could create the new project but not run the new project. I have to use "Game > Debug" to load the map each time, if I go for "Game > Run" then it spits out a Failed to launch error - I'm not sure if this is intended but wasn't present in the demo version. Glad to be able to begin construction
  3. The auto-completion systems i've used in the past literally finish of your sentence so to speak. When I type { it puts in the }, when I put " it added another " and your typing in the space. Really quite frustrating when your working through a train of thought. Haven't had the dropdown variations before. The syntax highlighting can help at a glance especially when they use the red bug issue so you can spot the part where your missing a semi-colon but for general reading I have issues (its a weird habit thing lol). The line numbers are a god send though I do really wish Notepad had that option in there. I'll be using the inbuilt editors with LE3 which have it though so always happy I support adding the syntax highlighter and auto-completion features as I know most developers prefer to have them, I just hope they come with a toggle option so they aren't forced upon those that don't want them. I'm sure some point down the line I will adjust my old fashioned ways but it's been about 10years since using my first ac & sh and I haven't adjusted yet.
  4. It's gone through various folders since hitting 100% mostly Darkness Awaits content, currently in the Models/Containers folder
  5. Not sure if this has already been reported or not. Just got my LE3 license through and put it into the updater. Download started fine, progressed over about 5min to 100%, it's still been downloading for over an hour since hitting 100% Not a major bug but since I cant copy/paste to see how many of the 850ish files have updated I have no way of knowing the actual downloading %
  6. I appreciate that but my issue with auto completion (the versions i've used) is I have to spend more time deleting incorrect suggestions than I do typing the correct code myself. Not really stuck in the 80's though, I started coding in the 90's Syntax highlighting I've never seen a point in, not because it's not useful as I'm sure it is to people who learnt using it. For me it just distracts my mind from focusing on things as opposed to making it easier to see things. Proper formatting always makes life easy.
  7. I semi-agree/disagree with this one. Whenever I've done coding in the past (not primarily c++) I've always disabled auto-completion & syntax highlighting. 9 times out of 10 I would just use stock notepad for my editing purposes anyway. In the past I did use phpdesigner (05 i think) but that was so I had quick access to multiple files & click to go to a function but never for syntax highlighting & auto-complete. No pre-coded system on the planet can know what I'm doing with my code better than my own flow of thought. Although, alot of new coders (primarily web developers) I've met over the years can't grasp using notepad for tasks and always go with the highlighted stuff. Perhaps the functionality should be included with an enable/disable to satisfy all people. My issue is going to be more on the design as I'm fairly new to 3d-modelling most of my game will be bsp comprised due to past experience in the early cod series of level design.
  8. I was around a little while ago and realized I suddenly disappeared, I had intended to buy the engine but was closing out my Web Dev business at the same time. Finally after a long drawn out process web dev is done with (1 straggling client to clear out this weekend). I just purchased my copy of LE3 and look forward to beginning on my first project. Just wanted see if the #Leadwerks (freenode irc) was still be using as I checked in today & yesterday with no-one about.
  9. I must admit despite my v.odd query initially that last post was just awesome lol Not to discredit the others as they were all helpful I look forward to sharing some previews of the project in the coming weeks
  10. Its not so much how to transition, I have found methods & reference to cover my own personal issues i'm just trying to see where I fall on the scale of "too much" or "too little" in the lines of realism in comparison to other developers here. Do other developers here look into such depth as scematics/layouts for sewer systems despite the average joe probably not knowing how they would look. I have this issue that when I release the product, I don't want people sitting there complaining going "This type of tree wouldn't be here" etc and as strange as that sounds back when I did a level for Call of Duty I was working v.closely from reference of a specific location, when I finished I went through an added some minor things like extra foilage and got a few people whining about them not being around in Italy. Something so minor that would just add a little extra cover for the player (which suited its purpose) got a players back up. Since then i've been a heavy research/detail kind of person when it comes to designing environments to the point of checking the types & layout of pipes lol So I was just wondering how much other people would sacrifice in factual layout for improved gameplay. Or would they go as realistic as possible with the formatting on solid structures/landscape then improve gameplay by the addition of models which would be more transient in nature (cars, trucks with cargo etc)
  11. The examples i provided were somewhat off. I don't necessarily mean adding the details, I was more referring to the flow and transition between styles itself. For example a farm, a farmer would more than likely put grazing animals on his hilly land and crops on his flat land. Since its easier to plow the flat land. The reason I'm asking is because the levels I had "pre-imagined" had gaps in the flow, how do I get my player from level 1 - the coastal sewer system, to level 2 which was bridge based. I could quite easily just blunder the locations but I quite like architecture & design so I tend to think more about the realistic side of the flow. Would building A really have been built in this location. Would a developer who built a residential set of houses placed them here, due to the trainline there. Sounds v.odd even as I type this but it has some semblance of logic. At which point do you cut realism for gameplay and vice-versa.
  12. This isn't an engine specific question, more of a design process question. When I design a level whether its future/modern/past I look for references, ideas. Things I can work with to get a more realistic ingame experience. I was just wondering how realistic people go, I've spent my morning reviewing various sewer schematics for one of my levels. Despite my game being set 75years into the future I figure we tend to "ugprade" our systems as opposed to demolish & replace - more so when it comes to sub-terrain. So my query is how "realistic" do you aim to go, is it just on the face of things - ie building has windows, doors & a roof; or do you look more in depth - the building has windows, doors, gutters and the drain would be over here, given the fire is here in the house the chimney would go here etc. Strange question I know, and obviously won't apply if your game is based in a fantasy world but it's just something I'm pondering as I look to plot out my sewer/lab system.
  13. I found out what was causing the error. It wasn't a camera as i had already removed them prior to the test. It was the player model. The attached script is conflicting due to the player controls. I did thankyou for the help earlier & will repeat in doing so. Although i would offer a minor bit of advice. The first being from my post count you can see i'm new here and the bit where i'm using the demo means i haven't yet parted with my cash. So in the interest of getting a "growing community" it would probably be a good idea not to put people off. Granted it won't affect your bottom-line but it will to LE and the more money they get the better product you get. Secondly (and lastly), I'm obviously not the most well equipped to provide you with assistance when it comes to coding, but there are other skills myself & others have. So it's generally a good idea to be less hostile, as someday you may need these people to help and they would be disinterested given the way you made them feel. Now i'm a big boy and can & will quite quickly move beyond this, now i will once again thankyou for the assistance provided it will be of great use to me over the coming weeks and has also saved me many hours of time since I'm not ready to get into the scripting side of LE.
  14. Must admit despite the initial help you provided the attitude since is a little "off-putting". I have saved the script as Spectator.lua, I have added a camera, i right click "Add Script" select the Spectator.lua and Ok. I then run the game. I Cant turn fully, or fly around pressing Z or wasd (Or mouse), I have "Limited" turning and zero adjusting height. So you tested & it worked. I'm using it on nothing but the demo (replacing existing camera) and it didn't work.
  15. Rick Response, ideally that style yes. At the moment its not a "major" issue, but I want to check the lighting with some transparent brushes and with doors opening/shutting etc Which i can't really see the "in motion" from the editor.
  16. I did that (slow response as i took my daughter to scouts) The mouse "look" was seamingly locked, it only had minor left/right. No up/down. So i couldn't turn around or fly about etc. I'm using LE3 is this for LE2 perhaps?
  17. Almost but not quite, this basically has the player controls (with small left/right mouse look). I can't turn around or go high into the air etc which was my issue with using the character. The ability to go up down & turn around are the important aspect because i'll need to go through tunnels, up & down inside of buildings (which have ladders not ramps/steps etc)
  18. A bit of a hopeful request, is anyone able to whip me up a small lua script i can just attach to a camera that has mouse controls (ie free-look, left click to go forward) its just so i can actually move through the levels i am in the process of putting together. I know it's alot to ask it's more of a hopeful reaching.
  19. I don't have permissions to download the file. I found that earlier as well
  20. I'm starting to feel extremely thick now, i love the tools and love the engine but i must have broken the cam about 30times today lol. Is there a v.simple way I can add a camera, and just spectate through the map (fly through the air) I dont need it to follow a player etc Just want it to fly around so i can view the map im working on without making it all accessible to a player just now (ie i can add ladders, without not being able to climb them stopping me from viewing the rest)
  21. Great ty Now just the vertice editing and i'll have the majority of my levels sorted xD
  22. This is definitely not a major aspect but would affect the speed in which i can produce levels (mostly due to past experience). By default when you boot up for the first time theres 4 viewpoints. I was wondering if it's possible anywhere to assign a key so we can easily move around the 3 2d viewpoints. For example in the Left - ZY panel, to go from position A to position B i can use the scrollbars (not ideal for small movements), or use the wheel on my mouse to zoom out & back in. I was wonder if i can press a hotkey of sorts, then just left click to move more freely. Just a query as i've been fiddling for the past hour or two and it's just quite a bit slower for smaller details (I prefer brushwork to meshes for ledges, metal stairways (http://www.amezz.com...andrail-ext.jpg) etc. Sidenote: Is there a way to manually adjust vertices, so instead of a i can make a diagonal rectangle line up to 2 platform brushes out of a rectangular brush
  23. Just as a generic note on the topic on a terrain editor, it would be nice if there was a v.basic terrain mesh feature directly in the editor as well as a seperate one. So say for example you wanted a full desert you would opt to use a seperate program to create the mesh, but sometimes you might just want a little mud pile near a curb and going to a seperate program for these types of touches can get tedious.
  24. This is all v.good news Thanks for confirming it for me. Got my Welsh rugby mode going all day today but tomorrow i'll begin with some experiments prior to picking up a license
  25. I assume that things such as brushes are a suitable walking platform regardless of the number? When I referred to a "lara croft style" it was more creating pathways by moving environmental objects, and solving puzzles to release doorways etc
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