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Rick

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Everything posted by Rick

  1. No now, how does someone get this working so we can use the animations in LE?
  2. Hey Red Ocktober, I've never used 3D RAD. What do you find easier about it than LE? You seem to be much farther along in your game with it compared to LE. Is it mainly the water? I know you had issues with LE's water in the past.
  3. Already changed my mind. Now going for a Final Fantasy type of RPG with turn based fighting.
  4. I think the hand that removes and puts the clip back in needs to go down and out of sight a little more. Currently you can see it when it's all the way down still (well you can see the top of the clip).
  5. I actually remember being able to collide with them in the past also. Not sure if it's been fixed or not.
  6. Rick

    Light Calc

    Nothing has given the correct results so far. I tried what Josh had and it didn't seem to work. I tried some other variations and still wasn't able to get it to work. The closest I've come is getting the roof transparent but the lights I have inside the building weren't being drawn.
  7. Rick

    classname in lua

    Was thinking along the lines of adding group:AddProperty("Classname", PROPERTY_STRING ) to one of the base scripts so every model would get it.
  8. Rick

    Cartoon shaders

    Any screenshots by chance?
  9. Any chance I can see some example code? I must be missing something.
  10. Did that didn't work. Have you tried this before and got it working? If so I'd be interested in seeing what you have.
  11. Nobody really enjoys making those crappy starter games, but it's something that helps you understand how a game is made and finished. Do you think anyone really wants to make a pong clone? It's a good learning tool to get the basics of game structure and such. If you want to learn how to skateboard you don't jump onto the halfpipe right away. Well, you can but you'll probably break something
  12. Sorry, I have both of those and it's not working.
  13. Rick

    Light Calc

    This doesn't seem to be the case. I have the following and I still get the directional light affecting the inside of the building, which if the lighting took into consideration the world geometry and not what was drawn onto the buffer wouldn't be the case. SetBuffer(buffer); TriggerShowHide::Hide(); // This would hide the roof RenderWorld(); SetBuffer(BackBuffer()); TriggerShowHide::ShowAll(); // this would show the roof RenderLights(buffer); // Send to screen Flip(0); Apparently this is impossible with LE *sigh*. Man, every time I get a concept for a game it gets slowed or killed by LE making it such a pain to get working. So frustrating.
  14. See I hated working with WPF. Designing the UI with it just didn't seem as natural as WinForms. I think having a web background would make coming into WPF easier than just a WinForms background. I know you can do some cool stuff with it, but design with it was just annoying.
  15. I would advise a 2D game to start with. Something like tetris or collapse.
  16. I'm trying to use the framework, so I can get the lua stuff, but use my own buffer and drawing. All I get is a black screen. So I init the framework just like normal, I create my own buffer, and in the loop I call UpdateFramework() but in the drawing part I have: TBuffer buffer = CreateBuffer(1024, 768, BUFFER_COLOR0 | BUFFER_DEPTH | BUFFER_NORMAL); //RenderFramework(); SetBuffer(buffer); RenderWorld(); SetBuffer(BackBuffer()); RenderLights(buffer); // Send to screen Flip(0); This produces a black screen and I can't figure out why. Everything is created in the main framework world and that's what would be set as the current world before RenderWorld() is called so that should render the world to my custom buffer. Then I follow the normal steps for non framework to get the lights drawn on that buffer. Why would this produce a black screen?
  17. Is the current framework source available? I just want to see it, even if I can't modify it in the current build. I need to split out the rendering world & lights process and can do that part manually if I can see the existing code I can then get all the other framework features in by just copying and doing it manually in my own class.
  18. Rick

    Light Calc

    That's what I figured, I just wanted to make sure before I take on this adventure to code all of this demo around that idea.
  19. Rick

    Light Calc

    Is the light calculated on the current 3D world data or the buffer that the 3D world was drawn on? So for example, if I draw the world, then change the world, then draw the lights, would the lights be done on my altered world and not was draw to the buffer before I altered it? I'm assuming that's how it works. I assume the rendering of the lights doesn't use the buffer as information, but just to draw to and it gets it's info from the current world geometry.
  20. Ah ok Maybe tonight I'll try not using the framework and do what Lum suggested with hiding things, draw world, unhide things, draw lights, and see if that works.
  21. You could if you wanted to, but in LE if an asset is already loaded LE doesn't load it again, it just uses the currently loaded one. In other engines (and in LE if you wanted to) you would create a SpriteManager class that loads all the unique sprites you need. Then you would give them some kind of unique id so you can identify each one. Then in your sprite class you would have position, location, sprite sheet id, etc. When you are ready to draw you call the sprites draw, which uses it's postion & rotation, and then queries the sprite managers texture by id to get the actual bitmap image returned. You could do a pointer, but it would be somewhat unsafe to give each sprite access to the actual bitmap data.
  22. As long as TestSprite is in the same scope or higher (global) than where your flip call is then it wouldn't be your TestSprite object, it would be your texture not loading. Step 1) Check what TestTexture is returning. Check if it's NULL because if it is, then that's your problem. Step 2) Without seeing the entire code it's hard to say what scope level TestSprite is being created in.
  23. OK, if I make zsort = to 1, then the transparency works where I can see inside, but it's not showing the light I have on the inside.
  24. Can you show the code usage? What you pass in to SetTexture() might not be valid. It could be you don't have the texture in your path and it's not loading correctly so it would fail anytime you try to use it. Step through your code and make sure your texture object is not null.
  25. No clue what you are talking about there flachdrache I don't get why I can see my guy walking around inside, but I can't see the inside of the building. That's not making any sense to me.
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