drarem
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Posts posted by drarem
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Hi, I have two questions.
1)
I'm using this:
Shaders/PostEffects/02_pp_fog_by_klepto.lua
and adding this:
self.camera:SetKeyValue("fog_fogrange","5,60")
self.camera:SetKeyValue("fog_fogcolor","0.7,0.66,0.62,0.6")
self.camera:SetKeyValue("fog_fogangle","5,21")
and 2d sprites even with the Z-sort set, looks weird when fog is in background. If I have the fog really close in, the sprite tends to blend in or disappear when viewing it with the fog. When the 2d sprite is against a 3d background, it looks fine.
2)
Also on the second question, I'm wondering if I should create 3 large half-spheres and parent to the Player. Create fog textures for them, so furthest away has everything the most opaue. Do stuff behind it get rendered or not, although I think the posteffects would make for the best fog.
Thanks.
It says by 'klepto', maybe i'm confused but i know Shadmar is the go to guy for shaders.
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Thanks!
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Any idea what this is?
http://gyazo.com/e2fb0bcb8ddc4914f6b2addcde77c544
I find a bunch of googled hits, no real resolution except on a game by game basis.
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It happens with me on my current project. Something with a script or file and it getting hung. I tried rebooting, didn't work.
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Appears to freeze for me on creating a standalone exe. Let it sit 5 minutes before closing it. Usually this works without a hitch. Windows 7 64bit NVidia 670GTX i7 4740k
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oh.. they are 'character' monsters. So cylinder is only option?
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In the editor, I set my model to a polygon collision. in-game when I hit the P key it displays their collision boxes as a cylinder. I was hoping to improve performance by selecting their own collision meshes in the editor?
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Thanks, using the countmodes and setlayout this really helps.
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If i load them in code in the Start() function, they dont do anything but sit out there? Thanks.
Nope.. it went right for my jugular.
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Thanks. Of course dragging them up the huge list to drop into the Filter will be a chore
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Ok it's a prefab spawner, I read awhile back it might be beneficial to have the prefabs somewhere on the map for when they spawn which can create lag, and/or the initial start up lag. As Rick said, it's called precaching.
Prefab:Load("..")
Thanks.
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Maybe it's my imagination, but when i place meshes below the map for purposes of having them preloaded to help reduce lag when they spawn, it seems to help the FPS (using PF11 to view fps) when I set them to Hidden. However, finding them when they're hidden in the editor is very difficult scrolling down a huge list of scene objects. How can they be referenced without doing that if I needed to update a script or value attached to that mesh?
Thanks.
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That's pretty much the window init code, nothing cut out. I do have the self.title="Pump-Action Captain" right above it.
I commented out:
self.window = 0
if System:GetProperty("fullscreen")=="1" then windowstyle=windowstyle+window.FullScreen end
Will see if this helps, but it's almost like the person's pc doesn't support 1600x900 resolution?
Thanks.
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self.window = 0
--Create a window/ hide mouse functon at very bottom self.window:HideMouse()
local windowstyle = window.FullScreen
if System:GetProperty("fullscreen")=="1" then windowstyle=windowstyle+window.FullScreen end
self.window=Window:Create(self.title,0,0,System:GetProperty("screenwidth","1600"),System:GetProperty("screenheight","900"),windowstyle)
self.window:ShowMouse() --- line 96
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Any idea why a tester is getting this crash?
http://i.imgur.com/L3uI4zF.png
Specs:
Windows 7 64-bit
Intel Core i3-3220 CPU @ 3.30GHZ
8GB RAM
Geforce GT 620
Thanks.
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I tried created particles in both Start() and Physics() using a state type variable and timer. Although I have
self.emit:SetLoopMode(false)
And I even do this, and have duration set to 1, it continues to churn out particles. I do a self.entity:Release() of the spawned object and the particles still continue.
Thanks.
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This has probably been asked before, but I tried searching for 'specs'. When giving out a game, what specs should I provide for both Windows and Linux? Probably not the same as the Editor, correct?
Thanks.
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how about adding a drop-down menu to each object you can parent something to? Or a parenting textbox. then you could drag the item from the list down to the parenting box, which should auto-update the Scene listbox.
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Also an easy way to assign a brush a texture, without assigning an unintended brush a texture. Then i hit CTRL-Z and the unintended mesh is white and not what it was before.
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you know how you can double-click an item in the scene box and it takes you to where it is on the map in all 4 viewpoints? The reverse would be nice too, if you have an entity selected and you're scrolled down to the bottom of your Scene objects, put a button on the General tab to 'locate'. Click that and it should take you to where it is in the list of Scene objects in the Scene tab.
I mentioned this before, but using Home and End keys to go to top and bottom with an entity selected would be good.
And an easier way to parent a pivot or created ball that appears in the Scene listing near the top to some new mdl you've put in your Scene which would be at the bottom of your Scene list.
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Is there an easier way to parent an entity to a prefab instead of left-clicking the entity at the top of the Scene list of objects, and slowly rolling the middle mouse button down to the bottom where the prefab or mdl file is in your scene? In most cases my finger on the left button gives out and the entity gets parented to God knows what..then i have to locate it and continue scrolling down.
Thanks.
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Thanks.
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I would like to load a prefab and want to pass the player entity to the loaded prefab's attached script to initialize it its the start() function. How should I handle it?
Thanks.
Example:
(player.lua)
self.player.entity:SetPosition(0,0,0)
local test = Prefab:Load("Prefabs/test/test.pfb")
For test.pfb attached script:
(test.lua)
function Script:Start()
self.startpos = ??? (somehow pass or get player entity position)
self.endpos = self.entity:GetPosition()
end
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WAV is like BMP.. sure it's great, but how would you like me to create a webpage full of BMP's ??
+1 for ogg support.
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Export from Blender
in Game Artwork
Posted
i export to fbx, keeping the pngs and textures together, then using the filemanager copy or cut and paste into the source Model / ... folders with LE active. LE will convert the fbx to mdl. You may have to create a material, shaders and assign to the model.