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Marleys Ghost

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Everything posted by Marleys Ghost

  1. ok .. lets try this again .. Make sure you are using the skin shaders in your .mat file
  2. Make sure you are using the skin shaders in your .mat file off the top of my head something like this: texture0="abstract::YOUR DIFFUSE.dds" shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse.frag" shadowshader="abstract::mesh_shadow_skin.vert",""
  3. I am the same as Flexman, not used an MS Office product in years, OpenOffice is great.
  4. Currently I am taking a small break from actual coding right now, give or take the odd few hours now and then I thought it best to start construction of my testing level, or at least get the main parts of it built as the testing scene/areas are blueprints for a project I have had in mind for a while, basically some nasty persons do some nasty things which in turn brings about a whole lot of nasty and the player is the antidote to nasty in general. Yeah, not much of "game description" but radically indepth compared to one by our very own Gordon ... but as usual, I start on one thing and somehow get sidetracked .. not my fault though, honest, it was Epson's! They made my printer, and it got clogged, and if I had not spent 15 mins cleaning it out with A4 paper I'd have never have thought, hey look .. grunge textures. Well, I am no artist that's for sure, and I hate texturing, but I thought might as well make a start. So after the ink had dried I scanned them in and spent a few hours working on a connecting corridor section, heres a few screenshots of how it has progressed so far. Still very much a WIP, but slowly coming together.
  5. isnt it 0.0000053425065 ? EDIT obviously it was as lumooja has now edited his post
  6. Youre welcome, glad it worked
  7. If your point is "inside" the cubes then they may well be hidden from each other, try hiding the cubes before the check and showing them after to see if thats the case. but getting the position of the cube will take its origin, normally at its centre.
  8. Well quickly looking at your code the problem(s) seem to be here: double walkadd=AppSpeed()*Length(GetBodyVelocity(PlayerController)); walktimer+=walkadd; PlayerHeadPosition.Y=Curve(1.0-0.4*sin(walktimer/500.0),PlayerHeadPosition.Y,16); GetBodyVelocity is a Vec3 .. so what will length return here? I thought that was for the length of a str? doesnt curve smooth the transition between two positions? here it seems you are smoothing between 1.0-0.4×sin(walktimer/500.0) and PlayerHeadPosition.Y,16 what happens if you comment out the head bobbing routine? I assume thats what it is?
  9. I was under the same impression as Pixel and it was being done in code and not prefabs. http://www.youtube.com/watch?v=cyWgER5O1YI
  10. Lovely and simple with UDK's fracture tool.
  11. In BMax its the "serious flag" which can be used to indicate a critical event. Might be the same for Lua.
  12. You can open a .pak with both winzip and winrar I have my .pak's for LE associated with winrar so I can double click them and look inside.
  13. Need a little bit more info than "it did not work".
  14. Hi NA, its under "My Settings" and then click the gallery tab. you can then create an album and add pics to it.
  15. are you the only one in both those projects using LE ?
  16. I just swapped the cube for a model and did not notice any problems.
  17. also try using drawtext to show you what value PlayerHeadPosition.Y is when you run your program.
  18. Well your map worked fine for me in the editor and my FPS project app (Blitzmax): Looking at your code now.
  19. Well I can only make guess's as all I have to go on is a picture and that you are using a controller.
  20. Is there anymore information you can share? I just imported an L3DT raw fine ..
  21. For single animations I simply set a flag and do something along these lines: Pseudo code: If Play_RequiredAnim = 1 Animate(Entity,Frame,1,0,1) Frame = Frame + 0.1 'alter this value to adjust playback speed If Frame > Last Frame Play_RequiredAnim = 0 EndIf EndIf Frame : The start frame of the required anim sequence Last Frame : The last frame of the required anim sequence
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