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Naughty Alien

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Everything posted by Naughty Alien

  1. ..yes, Ill supply all data in next tutorial..i forgot my files in the office ... tomorrow ill update working example, with source and media with all commands commented..so lib is there to download.. Lite version doesnt create for you nav mesh so, user need to provide that mesh, but i believe its really minor thing considering that its extraction from already existing level..
  2. File Name: NAUGHTY_AI.ZIP File Submitter: Naughty Alien File Submitted: 24 Nov 2011 File Updated: 29 Nov 2011 File Category: Tools ..updated AI library available Click here to download this file
  3. ..first you create your object, then do this as you see on pic then right click on to object and do this ..and for export use this exporter ..this will do..(i havent show applying smoothing groups, since if you didnt do any mesh cut offs, it should be ok)..
  4. ..your smoothing groups in 3dsmax wasnt proper and you MUST convert your objects in to EDITABLE MESHES, before export from 3dsmax..once you finish work in 3dsmax simply export it as a FBX. Use FBX 2010 exporter as it works like a charm..then simply drag your FBX file over FBX2GMF converter and its done
  5. first of all, if you really wanna use Bmax with LE then correct way is Blide+Bmax+LE, then start talking about it...you cant simply compare VS ide developed for a years, with simplicity of default Bmax ide..so, use something what will do and thats Blide, if you really wanna use Bmax.. ..I mean, are you joking or what ? Have you even setup or try to setup your MinGW compiler .. if there is something kool about Bmax, its fast compilation time...few secs...dont tell me about VS and C++ compilation time because if ther eis something whats taking time to compile, thats C++ (except of course 'Hello world' code) ..it seems that you complaining about things you didnt learn properly, things what are done automagically in Blide IDE for Bmax and things you refuse to accept..for instance, how difficult is to use " ' " for commenting out instead of this "//" ?? Is that really so hard so it has to be thing to complain about ?? And Function - Method issue ... i mean.. no comment because if it took 1 hour for you to realize what is what, without even just looking basic help file where such thing is clearly explained with example, then .. facepalm..
  6. ..small piece of advice, always give some mass to controller...setting it at 0 means it has infinite mass...it will save you from some other problems you may encounter later, if you use it with moving platforms, etc..
  7. ..I believe so..but luckily, some simple workarounds can do just fine...as for example you just show Richard, apart from eventual 'bug' in LE for given example, rule is that never ever expose backface against light source..i mean, by default, such structure, geometry wise, is already wrong..also, i noticed that in cases like yours (backfaces exposed out), vital role plays polygon distribution and surface smoothing..I do not know have you did that, but if you didnt..give it a go..
  8. ..what i do is just affecting texture difuse color (attenuated down) for parts inside of an object(related to sun source), and its all working just fine...link that with sun source position/intensity and you can have very simple and handy way of controlling your interior ambient light..working nice for me..
  9. ..please, dont listen that..i would agree with this is you develop eventually native GMF exporter straight from 3dsmax (im using that, but same apply for other tools), but if not, i found that current way of doing things is rather effective, simple and straightforward.. P.S. ..hey Amon, welcome maaaannn...
  10. ..actually I do, but ill keep it for myself ..hehehe
  11. ..i cant say whats reason for it, but literally, when i capture screen (regardless any software for capture), its taken camera from 1st frame, no matter is it in main time camera moved trough world and captured screen again..however, after i did what Lumooja suggested, it worked perfectly fine..its W7 64bit..
  12. Naughty Alien

    WITCHGATE

    ..looking sort of..'gothic'..this entrance looks like one of those seen in horror game Blood, released by Monolith, ages ago...really good game...keep it up tiger
  13. ..just finished minigame, catch roses..very naughty lil one ..naughty lil roses won..water pouring out..yayy..
  14. If Not MyEnemyDead PointEntity(MyEnemy,MyMainCharacter)
  15. ..some new characters added , as well as some tasks hub characters and one basement level..subtitles because of some reason looks washed out (outlines not visible), while actually, on computer screen looks very sharp and nice..i dont know how you guys capturing pictures on W7 64, but for me, its a bit..off..anyway, here it is..
  16. ..what you mean by nullify ?? if you dont need entity to turn against anything, then simply skip PointEntity call..
  17. ..it has to be dark for given level as whole area is actually lower ground of cylindrical tall building, so there are other levels, open space, where environment is lightened up and not dark..
  18. ..yeah..thats the way things should be done..Bmax is a killa..it will be good to have at some point of time Monkey forum for LE3..that will be real kicker..
  19. yes, your quads vertices position you will adjust based on generator output, and yipp..you have got your terrain..as for physics in LE, i cant say much for newton, but for Bullet i use, is possible to create physics triangle out of coordinates from any triangle you provide (in your case from quad)..also i know that with physx you can do similar things with trimeshes, but i cant say for Newton really .. Im not sure how it works binded to LE..
  20. ..of course you will have bunch of quads for rendering, but its not different than a rendering triangles in any other mesh or terrain and far as i can tell, it shouldnt be slow because u will merge them in to one monolith surface, or very few, depending on your design....for instance, well known bug in decals is easy overtaken by use of quads and you can have it much as you want, no slowdown..eventually you could determine quads budget for object you wanna create and apply output of perlin noise generator on to such quad space..something like that I have got in B3D, ages ago, and it was unlimited terrain you never reach its end..so i know its perfectly doable..again, for such structure, avoid building pivots for each quad, but only for final terrain..
  21. you could just set up basic background color of sky and then populate sky with clouds of your choice (quads) to get some very very good visuals..
  22. ..quad is basically single surface, consists of 2 triangles..its very handy and you can use it for just about anything, from building up terrains, up to particle systems with physics response, decals, and so on...anyway, here is example how to create a quad..I hope this helps.. MY_quad_parent = CreatePivot() MY_Quad = CreateMesh(MY_quad_parent) QUAD_Surface = CreateSurface(MY_Quad) AddVertex QUAD_Surface, Vec3(-1, fRatio * 1, 0) AddVertex QUAD_Surface, Vec3(1, fRatio * 1, 0) AddVertex QUAD_Surface, Vec3(-1, fRatio * -1, 0) AddVertex QUAD_Surface, Vec3(1, fRatio * -1, 0) AddTriangle QUAD_Surface, 0, 1, 2 AddTriangle QUAD_Surface, 1, 3, 2 SetVertexNormal QUAD_Surface, 0, Vec3(0, 0, -1) SetVertexNormal QUAD_Surface, 1, Vec3(0, 0, -1) SetVertexNormal QUAD_Surface, 2, Vec3(0, 0, -1) SetVertexNormal QUAD_Surface, 3, Vec3(0, 0, -1) SetVertexTexCoords QUAD_Surface, 0, Vec2(0, 0) SetVertexTexCoords QUAD_Surface, 1, Vec2(1, 0) SetVertexTexCoords QUAD_Surface, 2, Vec2(0, 1) SetVertexTexCoords QUAD_Surface, 3, Vec2(1, 1) UpdateMesh MY_Quad ..where fRatio is.. fRatio = (QUAD_VSpace / QUAD_USpace) .. ..and QUAD_VSpace and QUAD_USpace is ratio between texture segment size and texture size you wanna apply .. otherwise, you can keep it just 1..in case of terrain creation, you could skip creation of pivot.. I hope this helps..
  23. ..its perfectly doable in LE2..you could create terrain on the fly, out of quads, based on perlin noise as Gardowyr suggested..
  24. ..well..art is satisfying, however, here is exact look with or without postprocessing..so output is easy to observe.. ..with Cell+Color correction.. ..without Cell+Color correction.. ..with Cell+Color correction.. ..without Cell+Color correction.. ..with Cell+Color correction.. ..without Cell+Color correction..
  25. ..LE examples are fine..what you need is actually animation manager where you will just use simple commands sent to manager and manager will perform all those things for ya..its very hard to control things on the way your code shows..i mean, you may end up with tens of different animations, and some may be linked or grouped (idles, or attack/die animations, etc), then such hardcoded control is not way to go.. @ Cassius ..if you have some character of interest, send me that character, with correct frame ranges and ill compile small animation manager module for you (bmax) so you can control your animations very easy..
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