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paramecij

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Everything posted by paramecij

  1. If you really know how to illuminate your character from having a lights position and value, then I suggest you to place a few invisible 'light' spheres or cones where you have lights and export that also, use it to hold the info about the lights. Happy illuminating!
  2. Yeah, even in programming old is new again. I never imagined writing color palette effects, relying on LUTs and using various old school code tricks in 2013! .. I guess it's thanks mobile for resurrecting a dying art? (reading the old news posts) What happened to all that top notch content developers were privy to? Seems like it was a good thing going on.. judging by the typical screenshots, LE2's official trademark mascot was the firepit, and i guess LE3's will be the barbarian?
  3. Hopefully Josh will restore it, if not, I think a few of us have copies so we can share/upload, don't worry
  4. for( int i=veryLongArray.length(); i>0;) { DoSomething(--i); }
  5. @DigitalHax I'm liking the scene even though it's a bit hard to see. Posting shots of scenes like these can be a bit problematic.. a lot of people have badly calibrated monitors.. so sometimes it's better to brighten them up a bit, even if that loses some of the athmosphere.. @Andy that shot just rocks! Good scene for 5 objects, you make it look so easy @Naughty Alien, pro stuff, I like the new style (no outlines) ... good luck with ep2! ... some really good stuff, i'm very pleased
  6. paramecij

    sky box

    the easy way: Add a big inverted cube/sphere around your level. the traditional way: Or always move (but not rotate) the box/sphere with the camera, size doesn't matter as long as the camera is in the center and you render the skybox first with depth writing disabled... don't know if that's possible to specify in le3 atm, but you can very easily tweak a shader for this..
  7. Each module costs the same, and you need PC for mobile, so the only combinations possible are to get additionally one or both mobile platforms, you buy the PC version either way. Regarding the focus, I'd recommend you to check out the road map of future development, it was very nicely laid out, but I can't find the link anymore, shame, it would give you a good idea on what to expect in the near future.. but advanced graphics and a terrain system are in very high demand here so it's very likely that will become a priority soon. And since we're trying to be clear here, some of the future engine updates are planned as payable, but there's no official details about that, all subjected to change
  8. Quick update... The beginnings of a game... .. and a long hard road still ahead of me
  9. @at the confusing posts above.. Maybe he meant baking all additional maps into the diffuse texture?.. of course this only works in limited situations, and not in your case.. That was my impression when I looked at the beta demo.. PC is also my main platform of interest and right now, in it's hugely unfinished state LE3 is simply not cut for doing a more complex or big game on this platform.. Hopefully the big updates will come soon enough! anyway, thanks for the nice in-depth report!
  10. I second what Aggror said, .. in addition you could use a splat shader on the mesh and preserve the texturing data.. but since I see terrain on the road map for LE 3.0, maybe it might be worth to wait a little ? edit: look here: http://www.leadwerks.com/werkspace/files/file/408-le3-grassy-terrain-rgb2texture-splat-shader/
  11. .. less words, more images please? A post-apocalyptic RPG adventure
  12. I don't see why not. Search for a simple opengl in c# tutorial to see how to properly set up opengl (not the window and context, the linking and importing of library functions). You should be able to call the same functions in same places as you did in blitzmax. ... i think there was quite some stuff on le2 and c#, don't know where it's all gone now, but i found this
  13. You can't, at least not directly... but there are options, from the top of my head: - use std::map - make your own look-up table and hashing function for strings - use managed c++, it should be similar to how it's done in c# - add reflection to c++ ala www.extreme.indiana.edu/reflcpp/ - use LUA to call your c++ functions - put your functions inside a .dll, then use GetProcAddress() to get a function pointer by string name - i bet the boost lib has something to this effect - probably other ways ... I recommend to just use the STL map container for this.
  14. ... $300, you sure? Judging by the fact there's no shop/buy page or even the price listed on there, I assumed the price to be much, much higher..
  15. Hm, this could mean you don't have proper .phy file for your model. Delete the .phy file and try again or use phygen to make a new convex hull body for your model (you'll need to have an .obj of it)
  16. Maybe this new and shiny profiler will be for you? (c/c++/lua) For graphics, AMD has some tools for OpenGL/GLSL ..
  17. I guess that means being a registered legal entity so they can look you up and signing a bunch of NDA's? But is it more of a selective process like "you'll hear from us....", or do they just happily sell you the dev-kit, even though you're a one man company and using state funding for start-ups to purchase a kit ?
  18. not to crush your dream but judging by the all the countdowns in status updates, it looks more like 28th or 1st....
  19. How do you go about making a game on a playstation anyway? What are the requirements for a dev-kit/SDK ?
  20. Yeah, happens to me too, quite a lot with outsourced models... Try loading some different format in uu3d -> gmf... usualy another file format solves my problems.. another solution i found with some problematic .x files from TGC, was to use fragmotion and export them as .smd (halflife2), then the uu3d -> gmf conversion worked like a charm.. but try loading first a different format in uu3d.. (i'm assuming there's more than fbx)
  21. Yes, as macklebee pointed out, that statement was the cause of confusion... by sub meshes I pictured something like this: Otherwise I get what you are doing.. except that i'm unable to properly import my stuff in giles,... as of yet..
  22. What do you mean when you say "saved from UU3D to gmf using hierarchy and sub meshes" ? ... You mean you actually get two meshes inside the .gmf from UU3D, not just one mesh with 2 surfaces each having it's own .mat ??? I was under the impression sub-meshes were not possible with UU3Ds gmf exporter.. Have you considered making a second uv channel for the baked lightmap texture in giles (i'm assuming that's what it's for) and using one of the leadwerks *_gi shaders ? - edit: Just trying out Giles, somehow all my .obj's came in flat as paper, is this normal or am I doing something wrong?
  23. yes, doing the capture on a different, fast hdd/ssd drive can make a difference. Fraps is supposedly the best (in my, and most others opinion also), you can use it for free, but it's limited to 30sec and a watermark and only does OpenGL/DirectX framebuffer captures, Another option very much like fraps is Bandicam, the free version also puts a watermark on the video but it allows unlimited capture.. but you can capture regular windows also... Interestingly, Fraps was the only software capable of capturing sound on my laptop (and I tried a few)
  24. If you want to really impress the master programmer, write half your code as inline asm Seriously though, writing everything as classes isn't the correct way ..or even a better way, it wont make you look any cooler, nor will your programs work any better. OOP has advantages and disadvantages like everything else in life, the real cool thing is being aware of all the different tools and techniques available to you and to know when and how to use them to your advantage. I encourage you to learn more about OOP, but don't take it as the only way, and you'll be good..
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