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graytest

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Everything posted by graytest

  1. I think "Instance" might be a bit confusing as well since this is usually the function called to get the instance from a Singleton. Otherwise it all looks great! Nice to not have to write the extra line to call LoadTexture. But maybe mat->setTexture should return NULL or the pointer to the loaded texture in case the user wants to save a copy of it?
  2. I agree with Roland! Looks much nicer that way, and will make it easier to read the code. Isn't as much fun to read code with a bunch of anonymous parameters that are just true, false, 0, 1 etc. That is not correct. Copy will create a new object and return it.
  3. My editor isn't working too well. The toolbar at the top is missing (I've tried to load it, but nothing happens). I also cannot add a base layer. It's crashing when using roads sometimes as well (on save).
  4. I bought the Downtown pack from Dex-soft and am currently converting it to gmf using UU3D. The conversion process is easy enough and the models look great except for some bad shadowing going on. Anyone now how to fix the seems using UU3D (all I have)? On some buildings I'm also getting problems with vertices showing up completely black. I trid flipping the normals in UU3D (and it looks good there) but I still get black vertices in the LE editor. Any help is appreciated!
  5. I can see them, scale them (and rotate, move, etc) when placing them manually. But you can't scale objects placed with the vegetation tool as far as I know so I haven't been able to find out if they are really small or not..
  6. I've looked for them with the camera all the way down at terrain level, but I haven't been able to spot any rocks. I haven't tried scaling the rocks up however since I don't have a modelling tool installed.
  7. Some buildings maybe? Barracks, watch towers, bunkers.
  8. First; I really like these rocks! Second; I'm trying to place the rocks using LE's vegetation tool... But it won't work with these models. Anyone else had this problem? All other models I've tried works great (including trees, grass, bushes and so on). I've renamed the rocks so that they are called vegetation_x_x and I can select them, but when painting the terrain with them nothing shows. I don't get an error either, and the rocks works great when placed manually.
  9. The guy looks great (and so does the shotgun), but I have to agree with the person who posted earlier about the shoes. I don't think they look right, and they don't match the level of detail of the rest of the character. Other than that; looks great!
  10. Looks great! I like all the stuff in the last image. Can imagine they will look great in a game!
  11. I did not know this! Good to know!
  12. I agree with TheoLogic; no point in creating more virtual function tables than necessary. Just make a comment if you want to know it is a virtual function. *edit* Misspelled TheoLogic's name.
  13. If you just want to render whatever to a texture; then it's very easy. Create a buffer. Set buffer as the current target. Draw whatever. Get the color from the buffer (with the function that I mentioned in my last post). Use the texture for whatever. I'll write some code, but it's all written from memory so some things might be more or less wrong: TBuffer b = CreateBuffer(...); // buffer need at least color SetBuffer(; Render(); // Render whatever TTexture t = GetColorBuffer(; // might be other parameters.. don't remember // Use t If you can edit texture data without plot I don't know however. Look in the wiki.
  14. I haven't tried this with gmf and LE, but with x-files and DirectX, you can save all the different animation tracks in one model. So one model would have one track for walking, one track for running, etc. Then to play these you would call Animate(model, track_walk, ...); and that would play only that animation on repeat. LE's Animate function has support for different tracks as well if I don't remember incorrectly. So you'd separate the different tracks in UU3D and save them all into one model. Then you could specify which one of these animation tracks to play in Animate. *edit* Just realized I might have misunderstood your post. You want one file for each animation but without mesh data? In that case: I'm pretty sure UU3D can save just animation data. I assume that you'd need a skeleton with the same number of bones and with the same names in all models using that animation. But I have never experimented with this. *edit2* In UU3D you can check or uncheck whatever you want to save (including bones, animations, normals, etc). So to save just animation, uncheck everything else. To remove that information from files just uncheck animation and save whatever else you want to save.
  15. You can render to a texture yourself though. You can just render to a new buffer, get the color buffer as a texture and then use that texture on a TV or whatever. *edit* This is the call you need to get the color component of a buffer as a texture: GetColorBuffer
  16. Thanks, I'll try it when I get home!
  17. Yes, I have small terrain (128x128, 1 meter per tile). I have three trees from the DexSoft packs on it. I've tried rotating and moving the light. I've deleted it and created a new light, and then rotating and moving this one. I've tried moving the camera and light closer to the objects. Nothing so far has worked. I've also looked through the settings menu for option to turn shadows on/off but didn't find any such thing. And as I said, when running it in my own C++ app, shadows show up as supposed to.
  18. UU3D has the ability to split up one animation sequence (run 0-99, walk 100-199, etc) to several separate animation tracks (track 0: run 0-99, track 1: walk 0-99, etc).
  19. I used the new editor for the first time yesterday, and when adding a directional light, I get no shadows from the objects placed on the terrain. If I run the the map in my own code (using Framewerk) I get shadows. Did I miss some setting or something in the Editor?
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