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Rick

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Everything posted by Rick

  1. I got the bad guys pack (21). .x files so easy to convert. The only thing I don't like is that I can't find any sort of animation key that gives the frames and what animation name they would be. Kind of sucks if I have to go through that and figure that out on my own.
  2. Have we seen either of those 2 around in the last few months? Kind of scary that they aren't public when the 2 that worked on it don't show up for some time.
  3. Yeah, that's the crappy part
  4. The other stuff I agree with you. I find scale is a pain in the bum to get just right when I use 3rd party models. Scale, save as gmf to editor folder, open editor, drag in model, drag in comparing model (oil drum or whatever you like), compare, close editor, rescale, rinse and repeat until you get it right. That's so annoying. Would be cooler if we had a scaling program where we could load in another gmf file (like the oil drum) and get real-time scaling of our original gmf model, then save it as gmf. I would be interested to know if there is a better way of doing this, because that's been my flow and it's a pain. So does anyone know if we can see a video of the animations for some of these things? Specifically: http://www.thegamecreators.com/?m=view_product&id=2049
  5. Rick

    Networking

    I would say it's safe to say LE networking isn't the way to go. It doesn't meet the criteria of what a networking library should be. I know you want to make it fit, but cut your losses now and move on to another networking library
  6. I'm digging those bad guys. They would fit in nicely with what I'm doing. Thx for this. Where is that fantasy pack?
  7. Good luck with the game. Warning: There are a ton of ''walk the walks' in the below paragraph! 99% of the people here have not 'walked the walked'. I created a networked "MMO game" with a logon server, server listing server, game server server, chat functionality and spawn and moving around thingy and that's not 'walking the walk'. I feel you have to finish a game to 'walk the walk' and that's what keeps me motivated. I want to 'walk the walk' with those who have 'walked the walk'. Keep on keepin on! I love this btw. It's something that most people, me included, have a hard time with. This is the best start you can have for any project.
  8. Rick

    iWerks

    If no physics were in LE3 it would turn me away. I think there should always be a default even if it's "easy" to integrate others.
  9. That's what you said wasn't working for you? You said 1 pointlight wasn't giving you what you wanted, but that's what they are saying they are doing. Now you are confusing me
  10. Dangit, so now I have to piece together multiple posts to respond to one post. WTF. I don't read all the posts, just some. It seemed like the suggestions that were given were still not giving what Chibule is after. I was just thinking maybe what he was after was something that wasn't really done in most engines to begin with. [EDIT] Just replied to the other thread after reading this one
  11. Just curious, how would you control the area the light is in? Like if I want a long rectangle of light in a certain direction. Or maybe I want a pyramid of light. Does removing the attenuation variable handle all that? I would assume not but I've been wrong before .
  12. My first response would be, are you comparing this functionality to any other engine that has this, because in every engine I've used there isn't such a light. Normally the texture of your light would be bright white, then you put a point light in the middle, or you could put multiple point lights if you wanted to, but that would probably degrade the FPS in that area.
  13. These lights and their functions are sort of hardcoded in the API. I'm not sure you can really do this, and even if you could I think Josh does some things behind the scene to speed lights up that I'm not sure you would have access to.
  14. Rick

    Networking

    Of course if you want to use a different library I would always pimp RakNet. It's multi-threaded and you don't have to even worry about any of that as it's done for you. It's also cross-platform and reliable UDP.
  15. Rick

    Publishing my game

    Grats! This would be cool to have LE's first published game.
  16. I would think that's how this is done, although I still think it's maybe a nice to have, but not needed by any means.
  17. Rick

    Parenting

    You can load them 1 at a time, then make 1 pivot be their parents.
  18. Sure enough. Never really noticed that thing before. Thanks!
  19. Would be nice to know from the main page where it says new blog posts on the bottom right, when new comments are added to a blog post.
  20. Rick

    Out of OpenGL3Context

    It's completely not wanting to apply effort. Just like I can learn modeling (doesn't mean I'll be good at it, but I can learn it), but I don't want to apply the effort because I know it can take years to learn how to do it efficiently and I'd rather not apply that kind of effort for what I would get. I'd rather put that effort towards programming. Don't kid yourself into thinking the reason you don't know programming isn't because you aren't apply effort though. Even programming through flowgraph is a syntax because programmers can make flowgraph implementations in different ways and learning how to use one implementation of a flowgraph is the same as learning a programming languages syntax. It can just be viewed as easier. Which again comes down to the effort topic. I would love to see (and was working on at one point) a flowgraph that was basically 100% visual programming from the very start. ie. you start with int main(), and make variables, and define your own functions & classes via the flowgraph. UDK and Crysis really define so much for you already that are kind of specific to the game they were made for. With LE, since there is no game it's based on, the flowgraph would be pretty bare bones leaving the users to really define deeper game functionality. SpawnActor?? What is that in LE? It's nothing. It doesn't make sense in LE because what is an Actor? LE doesn't define what an Actor is or what kind of stuff it can do and I don't think LE should be the one to define what an Actor is anyway. That should be left up to the user. However, this isn't really the game logic code, it's more entity definition code. In UDK and Crysis you don't have deal with the entity definition code very much because it's already defined for you. In LE, you have to define all that stuff. I like the idea of a flowgraph that gives you the exact same abilities as programming in C++ does but just visually, but that is going to work and act differently than most of the flowgraph implementations out there today. At that point programming in flowgraphs gets a little more daunting. Have you ever seen a detailed flow chart of a complex process, that's basically what it would look like since LE isn't sitting on top of an already defined base game? It can be pretty scary to look at.
  21. Rick

    Out of OpenGL3Context

    So is that to say that everything has to be an entity because some data that we need to send isn't an entity type. Some we don't want to broadcast but to send to specific people. Chat text for example could fall under this. If we have "whispers" we would want just text to be sent to a specific client. Also what is an Entity in this context? Is it just what we know of an LE entity today? Because what about other custom attributes. Would all that get sent also? Let's say I have an MMO game where I need to send the user his mana points value or attack power value which would be stored on the server. How are you thinking stuff like that would work?
  22. Will it didn't hit me until I woke up this morning what the issue was. Pretty lame too if you ask me The issue was when I am looping through each actor. It was incrementing correctly. Thanks for helping with this guys.
  23. I get the same issue with that. Actor::Actor(TEntity model, string headShot, TVec3 position, TVec3 rotation) { _model = model; _headShot = new TTexture(LoadTexture(headShot.c_str())); } Assassin::Assassin(TVec3 position, TVec3 rotation) : Actor(LoadMesh("abstract::Assassin.gmf"), "abstract::AssassinHeadShot.dds", position, rotation) { } void Actor::DrawHUD(int x, int y, TTexture background) { DrawImage((*_headShot), x, y, imageHeight, imageHeight); }
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