Jump to content

Josh

Staff
  • Posts

    24,628
  • Joined

  • Last visited

Everything posted by Josh

  1. I am looking for a nice looking building or scene that looks like an architectural visualization. Does anyone have something like that? It will be worth your time.
  2. Soft bodies are reportedly being implemented in Newton, so yes.
  3. Google translate is a valiant effort, but I don't think those automatic translators can really do the job.
  4. I'm not opposed to the idea, especially for countries that do not teach English to everyone. Of the countries in Europe I have been to, I found the fewest English speakers in Germany. However, I don't know how we would implement it? Should we have a whole copy of the forum, with all categories, all in German? And another in Russian? And another in Swedish? Give me some ideas.
  5. I would update your graphics drivers at http://www.nvidia.com I don't know if that card will work. In theory it should, but I don't know.
  6. I don't know if FPSC can import a .raw heightmap for terrain. I have never heard of terrain support in FPSC, but I don't know for sure.
  7. That's odd. It has a very visible seam right in the middle.
  8. Is there a height and normal map for that water?
  9. Leadwerks Engine 2.32 is now available. 2.32 -"Render" Lua object function renamed to "Draw". -Added Draw entity callback. -Entity draw callback and Lua "Draw" object function will only be called at most once per frame. Perform animation in this function. -Entity LOD distance parameters changed for better performance. -LoadAnimation now works without exact hierarchy matches, so LOD meshes can all use the full-res animation. -Implemented entity octree with hierarchical culling and picking. -Rewrote vegetation rendering routine. -Added vegetation collision. -Added optional terrain color map. -Fixed some problems that prevented custom buffers from working. -Fixed render elements bug. -Fixed camera culling bug. -Fixed recursive AABB update bug. -Fixed surface save bug. -Adjusted bloom and SSAO shaders. -Eliminated unnecessary pick filter calls.
  10. Maybe some light-emitting crystals could be placed? I really think you need two tones in the scene.
  11. Yeah, godrays will look better when the sky is in view, and I am not sure if they would blend very well with a fake geometry effect. I also suggest adding some orangish torchlights to balance the color of the scene, if the setting permits it. In fact I don't think the blue/green beam color and purple interior mix at all...they should be roughly the same hue, shouldn't they?
  12. SSAO, godarays, and antialias are on by default. You can disable these. I have no idea why game mode would run faster. Without seeing the scene I can't tell much.
  13. Josh

    2.32rWhat?

    Run the updater. In the future, the release method will be this: 1. Installer from the downloads section. 2. All small fixes will be added in the updater.
  14. You might want to consider some fake beams of light coming through the holes in the roof of the cave. Just make a simple mesh and use additive blending in a second pass, and make it very faint so the geometry is not obvious.
  15. Josh

    2.32rWhat?

    We're having problems with the host cutting off downloads: http://leadwerks.com/werkspace/index.php?/topic/2065-lesdk-232-r5-link/
  16. To do that properly, we really need 3.0. The goal with LE2 is to provide the commands you need to write a game. If we take it further than that, there will be problems. I learned from when I used to provide a more complicated FPS script that any code I release tends to get treated as final game stuff, when I just intended it as an example of what you might do. If I were to make a more complete game example, the next step would be feature requests for everything to be added to that example. I also don't think it would gt modified much, so it wouldn't be that useful to many people. When we're dealing with really high-level game behavior, the ability to exchange and share code becomes important. We've made a lot of progress in that direction with Lua, but I think Rick's idea about attaching multiple scripts to entities will really finish that off, along with the flow graph editor. We'll provide a framework of interactions you can work within, so it will be easier for people to write and share code.
  17. One of the things I like about this community is it is very positive, and criticism is almost always constructive. Please be nice to each other. I understand there are some frustrations right now, but let's not let that make us lose our cool.
  18. Josh

    Bug-fix week begins!

    You're probably right about that.
  19. Theoretically, this should not occur with swept collisions, but I wouldn't be surprised if there was a way for it to happen. If you want to produce an example I can show it to Julio. I often see this sort of thing occur in FPS games. I saw a video on YouTube yesterday where a gun fell through the floor. That's a smart approach.
  20. I've been working on it, and just had to make the versions with alpha channels. There's a dark edge on the bottom of the light version; not sure if I like it, or if it looks like an error.
  21. It's just the way the graphics card works. It is using whatever texture is left in that slot.
  22. Here you go: http://leadwerks.com/werkspace/index.php?/files/file/148-leadwerks-logo-kit/
  23. File Name: Leadwerks Logo Kit File Submitter: Josh File Submitted: 30 May 2010 File Category: Materials Resolution: 64x64 License: Use freely. High-resolution Leadwerks logos. Click here to download this file
  24. I have no plans right now to implement destructable physics. I think stability is more important right now than adding more features. I don't know what the parameters of the .phy format in v3.0 will be, since it is pretty far away. It will probably be more a matter of creating the shape in the editor with adjustable parameters, or converting an .obj or .gmf in the editor to a .phy file. It will be easy. Enabling swept collisions is the way to deal with this. I agree. It sucks to change code. I figured having the engine call two script functions would ultimately lead to more confusion and potential problems than just renaming it. I also thought the Draw() function wasn't used that frequently. Sorry for the inconvenience.
  25. So this is not a problem?
×
×
  • Create New...