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Marleys Ghost

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Everything posted by Marleys Ghost

  1. ah .. variations using "Free" would not have worked then thanks Josh.
  2. Isn't there an occlusion culling true/false setting in the appearance properties for entities? and doesnt the Engine take care of some of that by default (lights/characters)?
  3. I should add if you try to use the texture from L3DT then use that as the base texture layer in the editor, setting to "fit to terrain", there seems to be an issue with this setting saving correctly in the .sbx file. Luckily "Mack the Hack" has found a temporary solution.
  4. So far further updates have been free, the only charge was for the Upgrade from 2.2x to 2.3 but it was not alot.
  5. Debut Video Capture Software Which I used for this. Or of course Fraps Which I used for this.
  6. Its no good Aggror we are going to have to sack you ... seriously I agree with Pixel it will be ready when its ready ..
  7. Well so far it looks great Gandi, very nice work
  8. Yep, thanks for the share TLD I am sure that is going to come in handy
  9. yes, sometimes an educated guess can be the solution but with lua (currently) i am not so sure
  10. occlusion culling (I think) is trying to determine if an object is behind another object and would not be visible and so not to be rendered.
  11. ok, makes sense. Not really a "fear of it" with me its just I have not gotten around to it yet so am currently trying to get a feel for pro's and con's.
  12. I was looking at FrreBuffer on the wiki a few hours ago but dont think I saw lua syntax ... but it would be handy to know.
  13. Are there any concerns (speedwise that is) to using lua for controllers?
  14. ok I see, I did not realise it was for a hemorrhoid thingy, so this is for apps predominantly or exclusively written in lua?
  15. Which is true, but you'd just write a new .ini file as you would have to write the new animation info in XML .. the outcome remains the same?
  16. M'kay so no real benefit then, I was wondering why write the XML then load an XML parser in Lua to read it to store the info in the lua properties.. when a .ini would simply fill in the blanks on load, the .ini would simply be something like: idle_start=210 idle_end=234 walk_start=235 walk_end=259 ect ect ....
  17. forgive my ignorance but what exactly is the advantage over a .ini ?
  18. Then to be Profesional Volker should use GetColor()
  19. Comment: Fantastic work Nio, very good Suggestions: none, I think you have it pretty darn well covered sir
  20. SetColor(Vec4(1, 1, 1, 1)) simply clears the changes you made using SetColor at the start of the 2D phase, no need to fetch the original colour and re-apply. I think you will find that Max2D functions interfere with some Leadwerks functions.
  21. What about saving it as a texture from L3DT and then using that as the base texture layer in the editor, setting to "fit to terrain"?
  22. Not sure I follow you on that, how would a "Getcolor()" command help here? The simple rule of thumb is if you turn it on .. remember to turn it off when done..
  23. Thanks Gimpy (and Gimpys mate of course)
  24. @Paul: If I understand you correctly, then you'd have to design the map to your requirements.
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