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Rick

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Everything posted by Rick

  1. Rick

    C# 4.0

    It's kind of funny how the C# people generally think the VB.NET people are newbs (just in general not in this thread), but the first 2 features are something that VB.NET has had since it was created. It took 4 versions before C# got those. What is wrong with MS. And dynamic objects is basically late binding, which I thought was already there?
  2. I have not, but I would think it to produce the same results. The reason I didn't try that is because I would have to point the controller to where I want it and then call MoveEntity(), but all I want is to position the controller at a specific spot instantly.
  3. If set to 0 surfaces will appear two-sided. The default setting is 1. I see, I do this in the shader. My trees thank you!
  4. I purchased some tree's from Dexsoft and when I import them into UU3D and export to gmf I notice some of the leaf planes only have the texture on 1 side. I sent an email to Dexsoft about this and he stated: What does this mean? I've never heard anyone here at LE talk about 2 side rendering. Is this a feature we can "turn on" in LE? Is it something I can do in UU3D before I export it? These trees look like garbage without this.
  5. Rick

    skybox

    When I open the FullskiesBlueCLear0016_2_L.dds file in Paint.NET it's just all transparent. What am I missing here? If I add that to the editor it gives me a blue sky.
  6. So I'm using L3DT and using the fractal heightmap to make a 2048x2048 height map. It's light in some areas and dark in others, but when I load it into the editor there isn't much difference in terrain elevation. Everything is sort of flat even though I see bumps. Is there a way to tell LE to really make a difference in dark vs light in terrain elevation?
  7. Rick

    Scaling

    The 1.8 ScaleTo worked great for the character, but when I do it to the houses it makes them even smaller than before. I guess I'll have to go back and forth to see what ScaleTo looks right for the houses *sigh*
  8. I'm wondering if anyone knows of where I can get some raw files of European landscapes to import into the editor? Something easy, it doesn't have to be perfect but trying to do this by hand is near impossible. I'd rather take a landscape and build my towns around that as I'm sure it'll lead to some interesting ideas.
  9. I can't stand head bob in games. It always makes me sick. The fact that it's more real means very little to me in games where I have 5 people shooting at me from 20 yards and I'm getting hit but my "armor" helps me kill them.
  10. Why do you want to use that function for the height of the camera? Shouldn't that just be a certain value all the time? Do you have some gameplay thing in there where you want to change it's position with Curve()?
  11. I seem to recall that really skinny bodies, like your fence probably, don't always work correctly. Take the Curve() off when setting the position of the camera once and see if that helps.
  12. I think what he's looking for is comparing that to another engines basic setup and to see which is easier.
  13. Rick

    Scaling

    I was afraid of that. Oh well, thanks all.
  14. Rick

    Scaling

    lol that does very little for me
  15. Rick

    Scaling

    If I do ScaleTo in UU3D to 0.01 on this character it's way to small compared to the 1.8 controller default. I guess my point is doing trial and error for every model is just to big of a pain. There must be a better way. I think what would be nice is a program that allows you to load multiple models in at a time and scale each one individually so you can use each model against each other to get the correct scale, then save them individually? My understanding of scaling systems in 3D programs is that there isn't a standard? They all seem to use different scaling numbers? So I assume that if I find the correct value to enter in UU3D's ScaleTo for one model it won't be the same for another?
  16. Rick

    Scaling

    I buy models from various places and scaling is one of the biggest pains. Every model has a different scale and it's so time consuming to get the scaling right. Is there a program that I can load a bunch of models at once and allow me to scale them easier? Maybe I do this wrong, but generally I open the model in UU3D, scale it to some value. Save it to gmf. Open up the Editor. Place the model, run the fpscontroller script and compare it to the height/size of the default LE controller which is a height of 1.8. If the model isn't right I then redue the process and change the scale. But I have a ton of trees and houses. I know I can scale in the editor but it's horrible and I'd just prefer to have all my models the correct scale on disk. What can I do?
  17. Ahh, no abstract:: in from of the frag! That worked. Thanks Pixel!
  18. hmm, if I do that the model viewer crashes. log says Error: Shader file "mesh_diffuse_bumpmap_specular_alphatest.frag" not found. Wouldn't that be part of the shaders with the engine?
  19. How does one do that? I assume SetBodyFriction()? Do you know if that works on a controller because I know not all physics functions work on the controller since it's "special"
  20. It feels horrible. It's to much like I'm on a slippery surface. Any ideas on this or is this just how the controller works?
  21. I think I asked a question about this a long time ago but can't remember, BUT I notice that when running the fpscontroller.lua that the controller slides when coming to a stop instead of just stopping instantly. I looked at the max accel param and have it set to 500,000 (I've tried a sorts of large numbers), yet it still never instantly stops when I let go of the W key. Is this just the way the controller is? I'm running this in the editor and have 70 fps so I can't attribute it to a low frame rate.
  22. Has anyone seen an issue with randomly rotated models? I purchased the medieval models from Dexsoft and was making a small town. I have a bunch of different house models forming a street. When I run game mode (FPSController.lua) and go back and forth from edit to game I notice that some of the house models have rotated. This is very odd and is getting very annoying. Is this a known bug? If not I'll report it.
  23. The leafs from some of the Dexsoft trees seem to have a black background instead of transparent. Is there something I need to do in the shader to make the background transparent for the leaf part of the texture? I notice the trunk and leaf are part of 1 texture file that the model uses, and the dds file is transparent. This is what my mat file looks like, maybe I'm doing something wrong here: texture0="abstract::oak1_c.dds" texture1="abstract::oak1_n.dds" shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap_specular.frag"
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