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Marleys Ghost

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Everything posted by Marleys Ghost

  1. or atleast I think I did .. or maybe Im having a "senior" moment lol
  2. The one you get when you upgrade from 2.2x to 2.3
  3. I notice your group is 2.0 do you mean you have upgraded and your new key is not working?
  4. This is the .mat I used for the quick test: nskinbl.mat texture0="abstract::nskinbl.dds" shader="abstract::mesh_diffuse_bumpmap_skin.vert","abstract::mesh_diffuse.frag" shadowshader="abstract::mesh_shadow_skin.vert","" And this is the lua script I quickly wrote for the test: --[[ 1-14 Walk (normal) 15-30 Stealth Walk 32-44 Punch and swipe sword 45-59 Swipe and spin sword 60-68 Overhead twohanded downswipe 69-72 Up to block position (play backwards to lower sword if you want) 73-83 Forward kick 84-93 Pick up from floor (or down to crouch at frame 87) 94-102 Jump 103-111 Jump without height (for programmer controlled jumps) 112-125 High jump to Sword Kill (Finish em off move??) 126-133 Side Kick 134-145 Spinning Sword attack (might wanna speed this up in game) 146-158 Backflip 159-165 Climb wall 166-173 Death 1 - Fall back onto ground 174-182 Death 2 - Fall forward onto ground 184-205 Idle 1 - Breathe heavily 206-250 Idle 2 251-300 Idle 3 ]] require("scripts/class") local class=CreateClass(...) sframe = 1 eframe = 300 function class:CreateObject(model) local object=self.super:CreateObject(model) function object:Render() frame = (AppTime()/80.0) % (eframe-sframe) + sframe model:Animate( frame, 1,0, 1 ) end function object:Free(model) self.super:Free() end end
  5. I think if you just scale the selection it wont scale the bones/anim I used scene/scale to 2.00 and had no problems:
  6. Works very well Paul, nicely done thanks for the share.
  7. are you scaling the scene?
  8. I have not tried those two, but the Freebeast (a.k.a the "bug" in my demos) works well enough when converted, possibly a little heaavy on polys but no problems converting in UU3D
  9. @Joh: More than likely a value set too low in the playervisible function portion of the class, I see what you mean though, probably did not notice whilst unleashing death on them I expect a few variables still need tweeking as they are still set for the 3rd person testing I did.
  10. lol, I think any "creepy crawly" which grew to that size would invoke some degree of trepidation.
  11. sorry I meant for the precalculation Newton raycast data.
  12. Excellent, will update my version.
  13. Does this work for both animated and static meshes?
  14. Thanks diedir, I guess the principle would work for cars, do you mean on a track? if so waypoints would be needed I think.
  15. @GameCreator : lol yeah, but the bullets are far more fun, and I was just "looking after" the grenades for someone as I was doing some "visuals" for him, so not really my place to show them off besides .. the bullets worked just fine see!!
  16. Not sure what it is you want to do with this but have a quick look at this thread on the old forum
  17. @RVL: Well for what it is and does, yes. But the problem with raycasts is the micro freezing on the initial cast, which is the same for the "bullets".Not so bad on really basic shapes or primitives but really noticeable on the "bug" model when firing at it and the Player HUD gun model when the bugs collision rays hit it for the first time (or indeed if one bug casts onto another) Having to use individual models to over come the instancing "do for one do for all" outcome means thus far too much micro freezing.
  18. not really looked into it but I think cameraproject takes 2D to 3D.
  19. if you turn the pick off you are no longer getting getting a new position to move the cube to. You could use the pick to maybe select the cube but then use something like CameraProject to create world cordinates from the mouse pointer and move the cube to that position?
  20. Well think about the pick, if its not on the cube then no pick results. This can be seen in this slight alteration to your code: 'Use the Leadwerks Engine module as our base Framework leadwerks.engine 'Create an OpenGL graphics window Graphics 800, 600 'Allows the engine to find files and load files from zip packages RegisterAbstractPath AppDir 'Create a world If Not CreateWorld() RuntimeError "Failed to create world." 'Create a camera cam:TCamera = CreateCamera() CameraClearColor(cam, Vec4(0, 0, 1, 1)) MoveEntity cam, Vec3(0, 20, - 35) 'create a ligt light:TLight = CreateDirectionalLight() RotateEntity(light, Vec3(65, 45, 0)) 'Create a render Buffer buffer:TBuffer = CreateBuffer(800, 600, BUFFER_COLOR | BUFFER_DEPTH | BUFFER_NORMAL) 'create a mesh cube:TMesh = CreateCube() ScaleEntity(cube,Vec3(2,2,2)) ground:TMesh = CreateCube() ScaleEntity(ground,Vec3(40,0.01,40)) PositionEntity(ground,Vec3(0,-2,0)) Local pick:TPick 'create materials selectionmaterial:TMaterial = CreateMaterial() SetMaterialColor(selectionmaterial, Vec4(1, 0, 0, 1)) pointentity cam , cube 'Main loop Global loctite:Int = 1 While Not KeyHit(KEY_ESCAPE) If MouseDown(1) PaintEntity(cube, 0) PaintEntity(ground, 0) pick = CameraPick(cam, Vec3(MouseX(), MouseY(), 1000)) If pick PaintEntity(pick.entity, selectionmaterial) positionentity (pick.entity , vec3(pick.x,0,pick.z)) End If End If 'Update timing, physics, and other miscellaneous updates UpdateWorld 'Draw the world SetBuffer(buffer) RenderWorld 'render lighting SetBuffer(BackBuffer()) RenderLights(buffer) 'Swap the graphics buffers so we can see what we drew Flip Wend
  21. but a single pick will only create one new position to move to and then only if the distance the cursor is moved still keeps the pick on the cube then another click will have to be made surely? The problem seems to be the method for picking and the speed the mouse cursor moves in Gimpys original code.
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