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*headdesks* After having changed with how the jump mechanic was working (as originally programmed), I came to the realization that this calculation wasn't needed. I think we can consider this topic closed.
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I think gamecreator is on to something. If I use this: float Velocity = _model[currentWorld]->GetVelocity().z; It seems to work, up to a point. When we reach maximum speed, the character actually jumps backwards! If I try to compile with the following, though: float Velocity = _model[currentWorld]->GetVelocity().z; float Speed = Velocity->Length(); It returns that the base operand of '->' (on the second line) is not a pointer.
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Thanks for your answers guys, but this is a C++ question.
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We're making some motion changes due to the nature of the game, and one of them affects jumping. Right now, it's set up to use a static variable called "JUMPBOOST". We'd like to change that to use the character's current velocity to affect his jump distance (as we have three moving speeds). if (inputInfo->jumpDown && !_model[currentWorld]->GetAirborne()) { jump = JUMPFORCE; homeBaseMovement->z = homeBaseMovement->z * JUMPBOOST; anim = Animation_type::run_jump_rise; isJumping = true; moveType = Move_type::jumping; } We've looked into using GetVelocity, but can't seem to figure what's missing to apply it properly.
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[SOLVED][LE 3.2 Linux Steam] Undefined refernces to Steam libs
MoustafaChamli replied to codeape's topic in Programming
I'm having the same issue. But my cbp line already had <Add library="../../libsteam_api.so" /> I'm looking over the other thread you started (this one) for answers, but I'm not sure I get how you got it working. I'll add a further explanation on that thread. -
Display issues in Textured + Lighting
MoustafaChamli replied to MoustafaChamli's topic in Game Artwork
Correction: The Leadwerks exporter does get the animations. From what I can tell, the model exports just fine. It's the moment any textures are applied, whether they were the correct ones we made, or ones available from the engine, bits of the character would fail to display, or the face will distort. Here'a screenshot with lighting enabled: http://studioslune.com/wp-content/uploads/2014/09/screenshot14.jpg Here's one without: http://studioslune.com/wp-content/uploads/2014/09/screenshot15.jpg Any ideas? -
Display issues in Textured + Lighting
MoustafaChamli replied to MoustafaChamli's topic in Game Artwork
Exporting with the Blender Exporter seems to ignore the embedded animations, even when I select the rig on export. -
Display issues in Textured + Lighting
MoustafaChamli replied to MoustafaChamli's topic in Game Artwork
More information: I'm using Blender's ASCII-based FBX exporter, as the Blender exporter and the FBX binary exporter don't seem to produce usable results with my setup. This might have something to do with the issue I'm seeing. -
Display issues in Textured + Lighting
MoustafaChamli replied to MoustafaChamli's topic in Game Artwork
It's any material. -
Using exported GLSL shaders from Blender
MoustafaChamli replied to MoustafaChamli's topic in Programming
I think I managed to get something decently close to what I was looking for, using a combination of shader scripting, post-processing, and general illumination. It's not quite what I had in Blender but it'll do for now. -
When I apply a material to one of the imported models, the models stop being displayed in the Textured+Lighting render mode. I've tried this on my own machine and one of my colleague's, and the issue is reproducible. Additionally, it would seem any characters that have a face rig get deformed when in Textured+Lightning render. Is threre any reason why this might happen?
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I'm getting "couldn't find any exportable objects" when I tell it to only export what's selected. Is that an expected behaviour?
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Using exported GLSL shaders from Blender
MoustafaChamli replied to MoustafaChamli's topic in Programming
That doesn't quite work, as this makes the model go completely black. I ended up doing this: vec3 color = ambientmat + df*ex_diffuse + sf*specmat; fragColor = vec4(color, 1.0) + texture(texture0,ex_texcoords) * 1.0; But that doesn't take into account the "toon" shading. I'll take a look at your code for the post-effects shader, see if I can use bits of it. I'm not looking for something that's like Borderlands (see screenshot above). -
Using exported GLSL shaders from Blender
MoustafaChamli replied to MoustafaChamli's topic in Programming
Actually, initial OGL4 support is arriving on Linux, although it might take some time before most distros adopt it (http://www.phoronix.com/scan.php?page=news_item&px=MTcyNzI) That said, I'm getting close to a working solution, having looked around the web for some guides. Right now, I'm mostly stuck with an invalid operand on line 88 of the fragment code. Here's a link to the Fragment: http://pastebin.com/nDtDFnLx I figure that if I can get this, I should be able to get a working "toon" shader for the game. Just note that there are a lot of commented functions, as I'm still messing around with the code. -
Using exported GLSL shaders from Blender
MoustafaChamli replied to MoustafaChamli's topic in Programming
I'm getting a better grasp at GLSL overall, and it would seem I'd need to update the code to work with OpenGL4 as it seems Blender mostly uses OpenGL2.1 Getting a 3.3 and OGL2.1 fallback would be great overall, to be quite honest. I know Josh is working on a OGL3.3 fallback, so there's that.