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Naughty Alien

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Everything posted by Naughty Alien

  1. ..yes..huh..its very late here, but i couldnt stop until this is done and im super happy..Translator finally extract proper code for loader interpreter on PS3 side and things works out of box..at this very moment, only for static geometry, camera is static and no motion ,and base shadows, but hey..its LE on PS3 ... animation, particle, physics(ill use Bullet), etc, are not done..a lot of things to do..soon more info..im just proud to see my LE code runs on PS3 I hope you like it even pic is not that good, but ill tune up some parameters later in order to get desired results, i just want basics work from any aspect..huh..im going to sleep now..more info soon..happy coding..
  2. ..well..I never said i will not .. I just wanted to see whats in there and give it a go, thats all
  3. ..I dont know when they will release Phyre for non SDK owners, however its absolutely free for SDK owners to do whatever they want with it, no charge of any kind..only thing you cant do is sell it as your engine, but you CAN build up your own game engine with it and sell (Phyre is renderer, but very nice one)..it does work on PS3, PC (out of box, and within month-two on PSP too), and with small modification Xbox 360 and MAC..no license restriction as i said..but in order to compile anything for target platform, you must have license for it, means you already passed those 'crappy' paper stuff..but, my frustration was more over Xbox360 SDK itself..
  4. ..go here and download GPU-Z software, run it and read all details about your card you need to know.. http://www.techpowerup.com/gpuz/
  5. ..exactly..exactly like that..I mean..hey, to just draw one rectangle, over 15 lines of code man..and as you pointed, each line has so many fields/parameters....jeezz...huhh..
  6. ..yeah..its ugly..im wondering, why big corporations use to claim that PS3 development is hard to achieve, while Xbox is just okay..PS3 dev is easier several magnitudes than Xbox 360, provided that you write your code based on tools came with specific SDK's(means from scratch)..i could say more, but i cant due some stupid NDA's..huh..just a bit frustrated, thats all
  7. hi Jared.. Levels are builted entirely in 3dsmax as well as animation and then, 'tuned' up in small editor of mine where i set/prepare/add some things to existing geometry/characters @Andy i will be my pleasure to have work split/supported by you since i respect simplicity and elegance of code of yours i saw, especially when(if) i reach automatic GUI/HUD system lesson..
  8. ..by upcoming bmax2 , what will have ability to run on pretty much everything out there (cant wait to get it and do my PS3 stuff for PS3, not just PC), LE should have more simple path to go anywhere i think...but again, everybody is free to use whatever suits her/his needs..im just a bit sad that Bmax is dropped from list of supported languages on main page..cant see why, because its one nice and elegant beast..seriously..
  9. ..hi guys..this is actually repetition of same post i did few days ago, but unfortunately , lost due server transition, or something like that..anyway, I just wanted to see, how big interest is in need for in to small details tutorial/lessons about pathfinding, from creation of navigation grid, up to algo using it for purpose of pathfind. Eventually, later some lessons will be for tweaks, tips, etc..Actually, I wanted to cover some nice and in depth lessons about Pathfind, automatic GUI/HUD system, automatic animation system, etc, basically complete guide how to build any of those libs in such fashion that, all you need is to LOAD data and once done, its all running, updating, adjusting on its own, while easy accessible for any other use in some new libraries of yours. So, based on your response I could write a bit faster and with more passions in to it (i mean, why even bother if nobody needs it, right? ) .. so, just feel free and let me know what you think of it..any use, yes or no, and eventually your wishlist, what kind of tutorial/lesson and about what, you would like to see..language of choice will be BMax...thank you in advance guys, for your inputs.. EDIT: Just to clarify that use of Bmax will have no impact (I think) because , idea is to create those systems with almost NO engine API related commands, in order to be able to use that pretty much everywhere, so, of course, some engine commands will be used but really, those you will find in same form on pretty much any other engine (base for this claim came from few engines im very familiar with, Phyre, LE, Horde3D and Hadd3d)...whole Type data structure will be composed in very simple and basic clean form, so i really see no issue in proper translation or rewriting whole thing in to any language, long as idea and concept behind are understood (thats why people need tuts)..anyway, we will see
  10. ..well..i hope i will not be forced to use C++ with LE, then i can just stick with Phyre anyway..i do like C++ after using it with Phyre and i must admit..its quite handy, after some things 'you crack over your head'..however, its very difficult to beat up BMax with Blide for coding comfort..seriously..and I really dont want to lose LE from my work pipeline..thats for sure..i mean..why Lua as a scripting language is there, less capable than so elegant language such as Bmax, on every aspect? ehh
  11. mmm..really..why BMax wasnt mentioned on home page?? Thats..bad..or does that mean that time is come that Bmax will not be with LE for future versions?
  12. ..yup..water is only, i would say, not that developed part of LE..i dont know about fluid planes fixes(more than 1 infinite), but that is also a bit pain..other than that, i cant see major issues with it..
  13. ..dear Sarkose, i am so sorry to hear that, especially for such really friendly community such as this one..you are right about fact that LE is not there where is Cry engine but only because not yet polished tools in to that extend, and multiplatform..but on another side, what you dont know that LE will within 1 year-1 year and half, be able to run on PS3 (compiled on to it) without changing source..its moving in correct direction and i cant understand from where came from such observation such as yours..it is true that some things may be better, but we are all growing, and that means, doing mistakes here and there, arent we? And i will just tell you one thing..every engine is good as much as programmer sitting behind it, so does LE..and with proper use, i guarantee that you can blow out of water huge majority of super expensive engines, speed and time(been there)..here is few non tuned up shots for ya..not perfect just first draft ,but absolutely over plain basics as you pointing..
  14. ..i have tried same version he used, same output texture size and here are exact settings i have used, just to make 100% clear, and this works for me without touching ini file..i guess commas appeared because FNT extraction..so here is setting I have used without any altering at all.. STEP 01 STEP 02 STEP 03
  15. ..yup..tested just now..its about settings used in FontStudio, i guess..
  16. ..i have tested just now..my fonts all work..I have also resaved your TGA file properly, to make sure that no issues with DDS you delivered..however, no luck..only thing I could think of, what makes your font different than mine is that I use to use 512x512 pattern, while yours is 256x512, and that may cause a problem..try to export your bitmap with 512x512..
  17. ..i havent tried your font, but this is how structuraly, same things works for me with my fonts, considering that you have created it properly.. 'before main loop MyFont:TGLFont = LoadFont("abstract::MyFontName") SetFont(MyFont) 'in main loop. For use with GUI's blending modes are relevant. if it is just plain text, then ignore blending modes. SetBlend(BLEND_ALPHA) DrawText("THIS IS TEST", 10, 10) SetBlend 0 ..also, i guess, you doing text drawing last in order, over gedgets graphics text belong to..
  18. ..i see no benefit for community to have multilingual sections..its slicing down ability to effectively exchange ideas, help, code and cutting down one monolith community in to bunch of smaller, unnecessary communities within..if you going to write code, used by same engine we all use, and understand, whats the point to slicing everything down to small bits?? Nobody here going to write a novel, no? And just to clarify, I have no problem with german, but i just cant see any good out of such sectioning..
  19. .. naeembabakheil I think you really dont want to create terrain in LE Editor, just for sake of using it in another 3D real time solution/engine..even, if you somehow manage to get it work, its not going to be same visual appearance, and thats for sure..LE system is great and it works for itself, and it was never designed to be something as a extension for some 3rd party tools..so, if you want some good, and yet cheap terrain creation tool, with ability to bake, blend, export texture/meshes, take a look at FreeWorld3D.. very good tool for such purpose (even possible to use with LE by the way, tested and it works beautifully)..or, one of the best terrain editor i have had experience and its really beauty, also, usable with LE, is EarthScluptor (i have created some plug ins for LE in their SDK and its working very nice)..here are links for both..I hope this helps.. http://freeworld3d.org/ http://www.earthsculptor.com/
  20. ..actually i was thinking to have some engraving (like from stone age, on caves sides) , with some glow showing building up beams..that should emit some light, but torch itself I didnt think about because this place is about to be dark without beams, and abandoned ages ago...i will see..
  21. ..thanks guys...im sure you will like other worlds more, since this one is pretty monochromatic /snow, inside caves/..but when u see Amazon and babylon levels, number of details is enormous and very color rich, also, plenty of characters moving around, talking, etc..
  22. ..thank you guys for kind comments.. @Cocopino Yes, thats my game web site..so i have seriously bite in to game so im going to finish..no step back is an option.. @Josh I have had that in first version of level, but somehow doesnt add much, so instead im using God rays and they do job incredibly nice, at places where camera is in proper position..i may try again later after tuning up a bit more inner engravings in cave.. @Kevin On this level, you are suppose to travel over skybridge portal, but its disabled, so, you have to jump trough right hole on surface and drop in to one of cave bridges and then find 5 beam generators and fire them in correct sequence, while each beam is time limited, so if you trigger beam 1 and then you looking for beam 2 but couldnt find proper one in 2 minutes, beam 1 will shut down too so you have to go back to it and turn it on again(HUD on left side of screen are actually timers/indicators of state for each accessed generator, there are more icons in to them, but on picture is shown only how it look like when all of them are trigerred, and all of them blinking), and so on, accessibility to next beam is limited by time, last triggered beam is on..after last one is triggered, main character entering some white no space zone and apear at surface on rock portal where some magic makes her float , and thats moment she receive graviton power what will finally be used to turn on skybridge, leading to next level (Frozen Throne)..maybe small changes will be here/there, but thats it.. @Flexman It is billboard mesh (im using my own, not one provided with engine), painted with animated texture, loaded in to transparency world, with fullbright..
  23. ..here is small in game shot..I hope you like it..tuning up now few glowing crystals from cave sides..uhh
  24. ..agh..no wonder..thats why whole thing collapsing..i have named my Font class also TGLFont..thats why crashing engine..thanks Andy, a lot..
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