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Naughty Alien

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Everything posted by Naughty Alien

  1. ..i found out that Phyre , on twisted PS3 hardware, is more user friendly than C4..as for artists whos thinking about making decent game without programmer, and putting high hopes in to some (any) engine abstraction data/code management, i highly recommend to wake up..of course, you can do mocking up around with it, but soon as you step in to something with certain responsibility (finished game is just one part of whole show..maintenance, updates will do some serious time, and in certain situations is even needed access to source, and you will have to sign that as a part of contract with publisher, if game reach any certain stage where publisher is interested)..to sum it all up, if you rely on flowgraph structure only, with given set of obligations to perform, and you will if you cross line i described, then i say, better make sure you have programmer in team..
  2. ..ahh..yes..that sorted it out..thanks a lot
  3. ..just some shots involving gameplay characters..i hope you like it..
  4. ..veerryyy nice..i like it... .. by the way, dont be long away, Soon ill need some personal info from ya
  5. ..hi guys, how you capturing your screen space for sake of showcase or anything, on Win 7 ? Every time i do it, im getting captured initial camera position, regardless what screen capture technique im using (plain Prt Scr+Photoshop, or some screen capture software, or trough code)..any suggestion is welcome..on WinXP no issues like this..
  6. ..in case you dont have specific pathfind system in place..most effective and very simple way is to have one large bounding box, with bounding space slightly smaller than your world..then just check is your character of interest, intruding or not that bounding space..if yes, its all just fine..if not, just turn character toward center of your bounding space until its intruded...simple as it is..
  7. ..create container for bones, store their data during loading time only and later simply just use stored bone instances to do whatever you want without any use of any hierarchy search functions such as FindChild..
  8. ..you could also do some cube construct class, where you will create cube out of 6 quads, where each quad is pickable so you can out of box,just based on pick, find out which side to align new cube construct..also, its good approach like that because you can always disable(hide) any of cube quads if your gameplay require digging or such thing and its rather friendly for rendering..
  9. ..one of the most flexible and easy to use tools out there..and also, you can get out anything, from grayscaled images, up to mesh terrain you just sclupted with LOD..a must lil proggy.. http://www.earthsculptor.com/
  10. ..hello there...i really wanna help, but unfortunately , i found it rather difficult with provided pretty much none of necessary info about what your code does and how it look like..sample u post is.. well..nothing to look for error....flip is NOT a reason for slowdown, but what you do, before it and that particular data missing..
  11. ..here are some relatively good looking candle animation frames, loopable..feel free to use it (as well as anyone)...no selling, of course ..I hope it helps.. http://www.mediafire.com/?5315aq7r525f5tv
  12. ..as lordhippo said..best way I was able to pull off (visually) was combination with captured, real candle flame, used as a animated texture on billboard and supported by point light..it does incredible job..
  13. ..im interested to see speed results, on few particular areas..and eventually do some speed comparisons as recast is not a fastest gun out there .. but all in all, its good to have such feature integrated in to system, i just hope as i mentioned before, system will be done in such way that I could have renderer isolated entirely from other stuff, including this pathfinding solution..
  14. ..it does sound interesting..however there are some things with recast I don't like...what if navmesh need to be rebuilted in runtime ? im sure it will be noticable performance impact for such task..tested it before, and slowdown was more than noticable..
  15. ..your request is very reasonable..unfortunately there is no 'easy' way to do that in LE, unless you use custom made shader for it, or fake it by applying cubemap reflection material and apply that on to your surface of interest (quick and dirty)..
  16. ..maybe its your character animation offset...that means that pivot point of your character mesh is properly aligned to controller so controller doing just fine, but offseted animation cycle is not controller dependant therefore it goes trough near objects such as walls in this case..
  17. ..unfortunately, there is no direct commands LE provide out of box, for such info (at least not to my knowledge)..so, what i did in order to access such informations, as well as tons of other useful things , sound related, is rigged Bass audio library...hopefully some out of box commands will be included in LE3.x..or if there is some open source library similar to BASS, it will be nice to have it and maybe made some community project out of it for benefit of all.. EDIT: actually it should be relatively easy to write some small lib to read such data from sound file header.. ALuint LoadALBuffer(string path) { // Variables to store data which defines the buffer. ALenum format; ALsizei size; // THIS IS YOUR SOUND FILE DURATION ALvoid* data; ALsizei freq; ALboolean loop; // Buffer id and error checking variable. ALuint buffer; ALenum result; // Generate a buffer. Check that it was created successfully. alGenBuffers(1, &buffer); if ((result = alGetError()) != AL_NO_ERROR) throw GetALErrorString(result); // Read in the wav data from file. Check that it loaded correctly. alutLoadWAVFile(szFilePath, &format, &data, &size, &freq, &loop); if ((result = alGetError()) != AL_NO_ERROR) throw GetALErrorString(result); // Send the wav data into the buffer. Check that it was received properly. alBufferData(buffer, format, data, size, freq); if ((result = alGetError()) != AL_NO_ERROR) throw GetALErrorString(result); // Get rid of the temporary data. alutUnloadWAV(format, data, size, freq); if ((result = alGetError()) != AL_NO_ERROR) throw GetALErrorString(result); // Return the buffer id. return buffer; } ..ill play with this over weekend .. now im curious..
  18. ..masked cubemap+normalmap(animated rain drop) will do just fine..
  19. ..hey guys, can you point me in to any web site where i could download some 3D levels (3dsmax files), freeware. I need it for some demonstration i wanna present, and im too lazy to model something, and at same time I want something what is NOT flat surface with bunch of cubes but a bit more complex world..Ill appreciate such inputs greatly.. EDIT: Turbosquid visited and only worth stuff is commercial and since its free things im doing, i see no point for paying for it..
  20. ..im really puzzled whats causing such massive FPS drop considering that decals are mostly instanced (it should be)..im not using any decals myself (not LE based), but constant requests from people here, makes me curious about it so i did some tests and yes..it appears to be real FPS killer..tested decals on other renderers and it appears to be no FPS impact with hundreds of them on scene...
  21. ..ill give it a go..eventually Ill try to play and do some texture painting over this...it may look fun..nice anyway
  22. ..hi guys..as usual, this sort of question is directly aimed at Josh, but anyone who has some useful info about it, is more than welcome to post answer.. Basically, im wondering, is it possible to purchase 'naked' LE3 renderer only without any single add on (no network, no physics, no collisions, no particles, etc etc), but plain , just and only renderer free from all other possible things, editors and so on..im not asking for this because eventual price or anything..I simply dont need anything else and i would like to have clean system free from anything but renderer necessary libs, files or whatever its part of it, only ?? Is it possible to get that ?? If so, im interested in to its source, and i would like to know, how price for renderer source, would be different from source of whole system as its going to be delivered by default ??
  23. ..i believe that targeted platform depends on 2 things: -type of the game you are about to create -budget you throwing in to it
  24. ..i pray to God that LE doesnt follow Unity steps...simple as it is..as for programming...simply use whatever suits your needs...im personally always favorizing direct coding and building up custom tools by myself, and i found that way much more convincing than depending on locked down system what will give me access only trough high level scripts...thanks but no...also, approach depending on game itself, as well as team behind it..so, its all relative...but from what I was able to see in Codemasters studio here (im hanging there quite a lot), artists do art, and programmers do what they suppose to..there is no use of scripting, in terms of creating game, but managing/loading assets only..everything else is coded, including custom bunch of tools suits specific game ... clean and simple..all this scripts abstracting things and drag n drop philosophy , really doesnt feel right to me..not at all..
  25. ..ocky-docky important is..it works... by the way, what GUI you use ?
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