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Marleys Ghost

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Everything posted by Marleys Ghost

  1. maybe its a movement thing?
  2. I had a look at the river editor in my demo of Torque 3D yesterday, quite impressive.
  3. Anything that helps us "old folks" with our memory troubles gets my vote
  4. It seems kind of "fizzy"? not sure if its supposed to be lol or just me, possibly from the curve on the camera look values.. Not sure I'd use it in an FPS though.. Will SSAO and SSDO be available eventually individually in Framework (i.e SetSSAO() and SetSSDO() ) or will it be a case of re-writing the ssao.frag ?
  5. on the Wiki in the getting started section I think.
  6. Well GM is designed to use DEM data directly if I recall, and Leadwerks is not hence it needs converting which will always result in resolution issues that need to be addressed when converting to a format that LE does use, working with DEM's is not the easiest thing to do. Have a look through this thread and follow some of the links.
  7. actually it was Darkened down via the overlay. Macks looking at a couple of things but for me the objects on hold.
  8. It was looked at ... and looked 100% **** to be blunt.
  9. Well thanks Gimpy .. but I think you are being way too Generous (cheques in the post BTW ) I like the package and it certainly could do with some more samples there were only about 4 I liked in the free version lol
  10. <watching the download meter on STEAM ...>
  11. Have you tried a different order? DrawImage( Loadingscreen ) Flip() LoadScene()
  12. This code works: #include "engine.h" int main(int argc, char** argv) { Initialize(); //Create a graphics context Graphics(1280,768); //Create a world if (!CreateWorld()) { MessageBoxA(0,"Error","Failed to create world.",0); goto exitapp; } //Create a camera TEntity cam=CreateCamera(); CameraClearColor(cam,Vec4(0,0,1,1)); PositionEntity(cam,Vec3(0,2,-10)); Collisions(1,2,true); //Load a model TModel scene=LoadModel("abstract::scene.gmf"); if (scene==0) { MessageBoxA(0,"Error","Failed to load model.",0); goto exitapp; } EntityType(scene,2); //Create a light TLight light=CreatePointLight(); PositionEntity(light,Vec3(0,5,0)); //Create a render buffer TBuffer buffer=CreateBuffer(1280,768,BUFFER_COLOR|BUFFER_DEPTH|BUFFER_NORMAL); TController player=CreateController(); EntityType(player,1); SetBodyDamping(player,0.0); SetBodyMass(player,1); SetWorldGravity(Vec3(0,-20,0)); float move=0.0; float strafe=0.0; TVec3 camrotation=Vec3(0); float mx=0; float my=0; HideMouse(); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); //Main loop while(!KeyHit(KEY_ESCAPE)) { //Camera looking mx=Curve(MouseX()-GraphicsWidth()/2,mx,6); my=Curve(MouseY()-GraphicsHeight()/2,my,6); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); camrotation.X=camrotation.X+my/10.0; camrotation.Y=camrotation.Y-mx/10.0; RotateEntity(cam,camrotation); //Player movement move=KeyDown(KEY_W)-KeyDown(KEY_S); strafe=KeyDown(KEY_D)-KeyDown(KEY_A); //Jumping float jump=0.0; if (KeyHit(KEY_SPACE)) { if (!ControllerAirborne(player)) { jump=4.0; } } //Run if (KeyDown(KEY_LSHIFT)||KeyDown(KEY_RSHIFT)) { if (!ControllerAirborne(player)) { move*=2.0; strafe*=2.0; } } //Set controller input UpdateController(player,camrotation.Y,move*3,strafe*3,jump,500.0f); //Update the world UpdateWorld(); //Position the camera TVec3 playerpos=EntityPosition(player); TVec3 camerapos=EntityPosition(cam); camerapos.Y=Curve(playerpos.Y+1.75,camerapos.Y,2.0); camerapos=Vec3(playerpos.X,camerapos.Y,playerpos.Z); PositionEntity(cam,camerapos); //Render the scene SetBuffer(buffer); RenderWorld(); //Render lighting SetBuffer(BackBuffer()); RenderLights(buffer); //Swap the front and back buffer Flip(); } exitapp: return Terminate(); }
  13. when you say moves off screen do you mean fall ?
  14. I thought about it when doing the and was placing individual "birdy type calls" that it would be good to know where on the map they'd be heard. cut down on overlaps ect.
  15. I have often thought it would be handy .. atleast when placing mono sounds to see where they would be heard on a map, gets my vote as simple yet useful.
  16. Yes it is, some basic functionality additions to the Draw commands would be a welcome feature. Gets my vote Chiblue.
  17. Change: UpdateController(player,camrotation.Y,move,strafe,jump); try: UpdateController(player,camrotation.Y,move*3,strafe*3,jump,500.0f);
  18. NIO!! stop making me spend more money lol
  19. add: SetBodyMass(player,1);
  20. Its also effecting a C++ app using the CCTV object.
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