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Marleys Ghost

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Everything posted by Marleys Ghost

  1. @Knocks : Why would you want to? I don't think you can directly.
  2. two EMPTY plates and an EMPTY mug ... your hospitality needs a little work Gimpy m8 Very handy, thank you Gimpy
  3. ponders the implication of snow armors practicality during the heat of battle.... Thanks TLD they look great
  4. No problems Volker, not every problem is LE, I think I remember somewhere on the old forum (also still a good resource) that the default GC setting can result in OpenGL commands getting called at any time and causing errors. The solution was to use : GCSetMode(2)
  5. what about use the interent, read a book , ask questions on forums and experiment with tutorials?
  6. add some global illumination Josh :"I have an idea of how this can be done, but I'm not going to pursue it for a while. I want to focus on game tutorials."
  7. Oh thats quite alright Aggror ... ready to DL monday night will be fine ...
  8. Its 12,592 page numbers you have 10 fingers and 10 toes when was that ever going to be a reality ?
  9. Let mack beat him .. knows how easy Mack bursts into tears lol
  10. EDIT: never mind mack got there first EDIT2: but you do need to space out the text ... too cluttered... too hard on the eyes (the text being printed in app) Local Vec:TVec3 = Vec3(10, 10, 10) Local text:String = "camera" DrawText(text + vec.x + vec.z, 10, 100) 'fails DrawText(text + vec.x + vec.z, 10, 120) ' fails DrawText(text + vec.x, 10, 140) 'works DrawText(text + vec.x, 10, 160) ' works ' comment the draw texts above OR the drawvector below out OR set fw.main.setstats(0), and code works DrawVector("camera", Vec3(10, 10, 10), 0, 200) 'EntityPosition(fw.Main.camera)
  11. Very Generous of you Aggror as others have said, thank you for your time
  12. yep as Mack said .. Self.Render() ' comment this lines out and it will work: Local Vec:TVec3 = Vec3(10, 10, 10) Local text:String = "camera" DrawText(text + vec.x + vec.z, 100, 10) 'fails DrawText(text + vec.x + vec.z, 10, 10) ' fails DrawText(text + vec.x, 100, 10) 'works DrawText(text + vec.x, 100, 10) ' works ' until here Flip(0)
  13. A full working example would be more useful.
  14. So how close are you to having a need for this?
  15. This is a basic, quick and easy procedure. You will need L3DT installed which can be found HERE Open L3DT File > New Project Select Designable map (recommended) Click next Presets : set to Better for FPS Click next Click next again Click next again Check the Heightfield box Click ok Wait....... Wait some more ...... Right click on the heightfield image Select Export > Export active map File format = Raw File name whatever and wherever Click ok Open the Leadwerks Editor Create a terrain in the Leadwerks Editor using default settings Click import Select the map called whatever and saved wherever with L3DT Set the altitude to around 400 to test. "Painting" and "Decorating" is up to you, as are final tweaks and adjustments to the terrain. I hope this will be of some use to someone.
  16. I should have added Paul the Forest_grass texture was scaled to 3.0 and used as the base texture.
  17. Maybe in writing the code comes the gift of being able to understand it and then go on to write ones own code to ones own standard or needs, maybe not everyone wants to use standardized code? but I am not sure Pauls thread on "terrain creation suggestions" is the place to have such a conversation.
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