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Rick

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Everything posted by Rick

  1. They also limit you. Very few games actually use joint motors. Sure I could use it for a door, but like I said, someone who makes their entire submission around motors will most likely get the majority of the votes simply because Josh suggested that as the theme, even though he said you don't have to use it, but encourage them. I'll start thinking of joint motor oriented gameplay and play along, but I'm just not a fan is all.
  2. I remember that triggers only fire collisions when the character/object was moving. When are we going to get continous trigger collision along with enter and leave? This is generally how trigger collisions work. They have an OnEnter, OnCollide, and OnLeave. Can we please get these? This is very important for gameplay features and when I start thinking of things for the contest these features keep coming up as missing in my plans.
  3. I like this but I'm really disliking themed competitions. I know it's just encouraged but the fact that you said it means people will judge on it and give someone who uses them more consideration for their vote. :-/
  4. Oh man, save that off as a prefab and make it available for us non artistic types? Charge or free whatever. Someone could maybe make a few bucks on LE's site if they made a bunch of prefabs like that.
  5. He did talk about it, or he did put it in? I don't see how to do this in the editor today.
  6. I thought we were going to get some random terrain generation functionality? Where would that be? I could have sworn Josh was mentioning that in one of those gallery posts he made.
  7. When I select the object and press the delete key it doesn't delete.
  8. Ambient light and directional light are different YouGroove. Ambient light is defined in the Calc light dialog. That being said it seems to be working for me. I'm on my mac though. edit: I did notice I had to click off the selected model for it to take effect on that model, which seems strange.
  9. That is dissapointing. We really need the deferred renderer. I just hope everything (csg & models) work with it correctly.
  10. Hey jsantos, I was just looking at emailing you guys for a trial version so I could work on integration with LE. Will drop you an email later today!
  11. Neosis GUI looks pretty cool, but no trial .
  12. Computers are overrated anyway...
  13. I assume you mean when you press the play button? That's not compiling anything that's just starting the executable. For every new project and after every update you have to go into the Visual Studio project (or xcode if on mac) and actually compile in release and debug mode. This should be located in the Projects/Windows (Projects/Mac) folder and will be the .sln file. You need to download VIsual Studio 2010 if you don't already have it (or xcode) in order to open and compile this project solution. Josh, this really needs to be a sticky or something.
  14. Yeah, I know how to do that, but it doesn't seem to me that terrain layers take mat files but tex files instead. If I select a mat file for the terrain nothing shows up for me. Just wondering if that's normal?
  15. I'll play around with the undocumented way of changing verts to see how it works out. In my head at this time I just don't think it'll be a problem as the terrain is today as there seems to be plenty of verts to flatten out for the buildings I have in mind. Testing will tell me more if those undocumented commands even work. Thanks for the alternative idea.
  16. My understanding was that it was multi-threaded and it wasn't really noticeable. I know during design time I never noticed it before with the old way. Now it takes me like 2-3 mins to calc it manually
  17. So we don't use material files for terrain textures? If I select a material for a diffuse layer nothing happens, but if I select a .text or the original image (.png for example) then it works. Just want to make sure that's how it's supposed to be as everything else we use material files.
  18. Right panel gets cutoff. Resizing the window doesn't do anything to not cutoff the right panel and I can't resize between the panels.
  19. I feel like that has a more visual aspect then the navmesh. The navmesh does have a small visual aspect but in general seeing what your lighting will look like is critical where you can do some assuming on the navmesh. What was the scenario as to why this was changed from automatic real-time generation?
  20. @Tournamentdan I'll be using LE terrain so as far as I know we can't increase/decrease it's poly count. I think LE's terrain has or plans on having automatic tesselation. I remember Josh talking about that. @beo6 Nice
  21. You have to attach a script to it and then it won't get collapsed. I thought we were going to get a setting to avoid collapse though.
  22. I feel like this should, by default, automatically happen each time we run the game. Maybe make a setting to disable auto navmesh generation? People are going to forget to manually do this each time they add something to the scene.
  23. Tesselating a displacement map sounds complicated to me. :-/ I guess taking the x/z bounding box of the building and getting all verts inside this area and I was going to pick the average height value and make that the height value of all the verts. Was also going to do a check that if the lowest point and highest point are > a threshold then the land will be deemed to hilly to place a building on. Guess that just sounds easier to me.
  24. That sounds more complicated then just flattening the terrain verts around the area the building is?
  25. C++ doesn't really have reflection. Enter boost and all that **** but that introduces a good amount of bloat, considered by many. I do like reflection in the .NET space but though.
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