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Everything posted by Naughty Alien
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..bitmap fonts solutions you use..
Naughty Alien replied to Naughty Alien's topic in General Discussion
what would be handler for loaded font..I have tried Font1:TFont=LoadFont() but Bmax reporting error..do you mind to posy some simple example? -
..bitmap fonts solutions you use..
Naughty Alien replied to Naughty Alien's topic in General Discussion
..well..few reasons why i wanted Font system independent from engine..eg., what if I need few different fonts at same time on screen? How should I use that with Setfont(loadFont()) ? -
..hi guys..im wondering what bitmap font solution you use in your work..as for me, im using Quads textured with bitmap font texture , in such way that im reading specific UV on texture related to character and paint that on to Quad created with proper size for given UV-ed font. so its all fine and nice..however, i have experience some problems..my fonts disappear when i enable HDR and i think it has something to do GL blend modes i am using..anyway, I would like to know, what solutions you use with no such issues (tested over framewerk too)..
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..i would say, give it a short go with any of given options and see/feel which one suits you better and just go that way..
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i have all versions of font studio so, anyone need it, welcome to PM me and ill send it soon as I receive email/pm..
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..hi guys..thank you for kind responses...textured version for all retouched dragons will be after i finish remaining 2 characters...ill update each with previousl look screen, current one with no textures and final one with textures within LE environment..
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..here is another character under rework i have just finished...minor things left to do is horns, and some more details on wings, so that will be all, apart of texture paint..this is one of 3 bad guys exposed in demo..nasty one for sure..i hope you like it..
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..studio size is about 2000 square feet, and we are just next to Codemasters studio here..same building..
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..i would highly recommend to avoid parenting if you can..use positioning/rotation instead..
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...as i was mentioned here, i would like to clarify few things, just to avoid any misunderstanding .. 1) I am not porting LE in its natural form on to any console, however, my LE code is translated trough translator module, in to Phyre equivalent ready to compile on PS3.. 2) I havent done such translator for Xbox 360, i have just recently(last week) received approval from M$, so now i will purchase Xbox360 debug console, and see how it goes.. ..well..it was not exactly like that Rick..there were better looking games than mine, bumping on to same folks, but they didnt make it..so its not just about simply, they 'saw' game and just decided to go..i have spent 3 years catching folks around every single GDC except last one, and keep bumping up on to these folks, asking for meetings and what not..major reason, I do believe things moved,is persistence and of course, showing to them reasonably good quality, not best stuff but acceptable..few folks i know, had better graphics and better looking demos at that time, but they disappeared after some time..heck, i was so stubborn and keep coming until i turn to be accepted..sort of..also, there use to be some folks from Quantic Dream, i know from my private life, who use to point me in to right people, just to give a shot.. its way more complex to penetrate such environment for no name developer such as myself, then just 'they saw his game and show goes'...anyway, thats how things went for me..
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..what library would make you interested eventually..
Naughty Alien replied to Naughty Alien's topic in General Discussion
..list of libraries i have post at start of this thread is based on something I have done already, or planing to do...so i was thinking to maybe cut off small pieces of system i have and eventually make available for some purchase as a small libs...price is really not important to me, its just symbolic way that its worth 'something', but i have no delusions of any kind to make any money out of it, so, its going to be in range 5-10 bucks max. I dont know..it was just hypothetical as i have mentioned before..sure, library from everyone else is more than welcome, and me myself, willing to pay for some nice and usable stuff...why not..so, in that light and since some folks asking about those libs, Ill just say in what shape is current stuff i have.. -Path finding library(including formations,hidding behind geometry, avoiding collisions) Its Djikstra based with modification, or better say, added controllable heuristics, so its really handy and fast, and way more flexible than a*. Its also creating nearest path to location where you are 'invisible' for specified entity. It can also avoid collision if few entities using same node at given moment(if no other nodes are available). It has also self update related to dynamic obstacles (eg. landslide happen so given path is not walkable). Right now, rewriting whole thing with OpenCL, in order to entirely execute it on GPU, means brutally fast. Basic formations supported , so, specific number of entities just need to be specified under same group and each will receive its own route aligned to other members. -NPC Behaviour library This is basic behaviour lib. So, behaviour list is: -Idle -Run -Walk -Talk -Observe -Follow -Lead -Angry -Hide -Sleep -Ignore -Attack -Relax -Friends -Enemy -Drifter -Suspicious Each of this behaviour is controlled by TBrain lib, and its allowing npc to do things on the way you 'describe' world or available things in world NPC can do. Each character has its own signature and it can be Friend, Enemy etc..and those flags determining how NPC behave against some other character or NPC.In short, by defining those flags over NPC, you can determine way NPC behave. It was quite funny to watch situation where i put 2 npc's next to each other with both friend listed, and then manually switch to an enemy.. one actually ran away, what surprised me (output of Observe class), because i thought it was a bug . -Camera control library(FPS, 3rd perspective, top down..pretty much everything exist with geometry avoiding and loads other stuff) Its actually just a camera system, and it does care about camera motion, smoothnes, geometry avoidance on very nice and smooth way(controlable) and automatic switching between cut scenes and gameplay events with no intervention, camera shaking upon 'earthquakes' or hit received, fading in, fading out (with blank colors or splash screen of your choice). -Facial animation/expressions library This is nice lib, but as Rick said, many games does quite well without this and he is right. This module should make some use for games based on dialogues and storyline (like DreamFall)..basically, it will animate facial bones of character, based on provided audio file(voiceover) and based on emotion you want at given time eg. MyCharacter.emotions.smile(intensity,time,length) so character will move facial bone structure in order to form smile expression. In order to do that, face has to be rigged properly, and based on specific rules, if you want good results. Nothing hard but it does require some attention. It will be WAY easier if we can have morphing targets supported. ehh -LE-PS3 Translator library This is actually WIP. What i did is nothing special. I just have library with all features of LE recognized and 'mirrored' on Phyre side. So output is actually source code ready to compile for PS3, and code is using Phyre engine as a rendering device on Playstation 3. I have finished GUI entirely, and rendering part and it does working just just fine. Im right now at animation (stuck a bit because Phyre does it on different way than LE and Phyre uses few cores of cell to perform some stuff, so its about to manage those things properly..im on it anyway -LE-Xbox360 Translator Library This is same as previous one, except i havent touch it yet since i dont have Xbox 360 dev license (soon ill get it), so this is plan a bit. Not started. -cut scene manager system(interactive/non interactive) This is nice thingy. Basically, this is system with entire control over your cut scene animations(real time, not video), syncing audio with animation regardless FPS rate, loading, executing multiple outputs/choices(if any) in your cut scenes (in case you have interaction within cut scenes, like those seen in Turok or Heavy Rain). so, thats some part of things I have done..some of them i may not use in my game, because of its nature (most part of pathfinding lib will not be used), but its okay because it does use in stuff im planing to do in next game anyway..so, this is short description of my stuff..if you have anything guys, maybe you should share also so, who knows, we all maybe end up with something kool here..why not.. -
..just hypothetical question..lets say, if you are able to buy ready to use libraries, ready to use/plug in to LE, do you mind to score down in your posts, what would be that library from provided list, and eventually, if there is some other need of yours, with higher priority then one listed, just name it and shortly describe what it does...thanks guys So here list go: -Path finding library(including formations,hidding behind geometry, avoiding collisions) -NPC Behaviour library -Shader pack -Camera control library(FPS, 3rd perspective, top down..pretty much everything exist with geometry avoiding and loads other stuff) -Facial animation/expressions library -LE-PS3 Translator library -LE-Xbox360 Translator Library -cut scene manager system(interactive/non interactive) -..here fit anything of your needs.. Im just wondering what would be response (response can be also,'I dont need that junk , i can make it my own' ) .. so feel free and eventually add something you think its useful for ya thanks guys
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..i dont know have you succeeded, and guys previously already did proper explanation, so ill just post some code, how it should look like..so..material file should be as it was already exposed : texture0="abstract::cagebulb.dds" texture2="abstract::cagebulb.dds" castshadows=0 collisiontype=0 color=1.0,0.9,0.6,1.0 shader="abstract::mesh_diffuse.vert","abstract::mesh_diffuse_glow.frag" and then, here is example with use if framewerk so it will be very easy to set up and try.. SuperStrict Framework leadwerks.framewerk RegisterAbstractPath(AppDir) Graphics(800, 600) LogStreamEnabled = False'AppLogMode equivalent Local fw:TFramewerk fw = TFramewerk.Create() If Not fw RuntimeError "Failed to initialize engine." fw.renderer.SetBloom(True)'here your cagebulb glow will be turned on/off fw.renderer.setHDR(True)'here your glow effect can be more exposed if HDR is enabled (only SM4 cards)..glow will work just fine without it, but less intense.. 'load a scene LoadMesh("abstract::myScene.gmf") 'just set up your camera to face glowsphere so you can see it MoveEntity(fw.main.camera,vec3(0,3,-3) Local glowSphere:TMesh = createsphere() ;moveentity (glowsphere, vec3(0, 3, 0)) Local glowMaterial:TMaterial = LoadMaterial("abstract::cagebulb.mat") PaintEntity(glowSphere, glowMaterial) Repeat fw.Update() fw.Render() Flip(0) Until KeyHit(KEY_ESCAPE) End ..and that should be pretty much all...i hope it helps..
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..hi guys..thank you for kind wish, i appreciate that .. time will tell very soon, am I successful or not..as for an engine..rendering solution used is LE of course..and LE will remain as a final rendering solution for this game on PC..for future, i dont know, since its depending on direction Josh will take actually, but most probably its going to be Phyre since im alsmost finished with wrapping it for Bmax(PC), however my 2nd game, almost finished regarding drawing and script wise, is also going to be rigged with LE (point and click adventure) but about that later
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..hi Pixel Perfect.. ..i have actually quite a lot of things to show, however, im obliged with NDA that i cant show anything before consulting publisher, that including screens..publisher wise..huh..it was a long path for me..i have had few GDC behind , meet people, talk, show this or that..it was hard when i started because i had nothing to show but some drawings, no proper business plan, nothing..so i was sort of a 'joke' for people i have had met..but its okay..to make it short, I have been 'noticed' after my work was in progress at some stage, and it was during time i have used my Horde3D wrapper for Bmax..main problem was fact that 'big guns' doesnt pay much attention when you are small and no name..only if you persist and keep pooping up on those GDC's and getting contacts, things start moving..unless you have some really hot stuff in hands, already done..i dont know..maybe my path was wrong, but that how it went with me..
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hey Omid..thank you for kind comments well..lipsync system is basically used to control and keep character voice in sync with animation and provided sound and animated accordingly, regardless of frame rate (very important for voice use in games!)..so, animator doesnt have to animate mouth and there is few predetermined facial expressions i have included based on my game needs, what module can automatically set inside cut scenes (ill capture some cut scenes and show how it works, hopefully)..there are specific rules to follow during facial rigging of character(using bones for facial animation), and because of bones nature, it has some limitations, but in most of cases, works very very well..as i have requested many times..I wish LE has morphing targets support..with that, will be possible to do incredible things, automatic facial animation wise..but im happy what is it right now..it can be improoved more, but its ok..maybe later...
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..after submitting closed demo to publisher, i was asked to do some changes over few things exposed in demo...good thing is that corrections to be made, are something i was expecting, and nothing more than my expectation, so i guess its good..anyway, almost all of them use to be related to character look /4 in total/ ( i admit, some of characters are ugly, but since i never had enough time, and there were plenty of characters, so i simply didnt do it at that time, and i havent had necessary tools 2 years back)..anyway, here is my 'touch up' over first out of 4 characters necessary to 'fix'..this time i brought it up on to entirely different level...I was also very happy to see big interest about my lipsync module since it really does work very well, so i cant wait to rig back just finished Corona, one of main figures in game..I hope you like her..shes hot now
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..as topic said..how..I couldnt find any option what will allow me to upload some screens..so..how?
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..josh example is superbasic and supersimple one...basic use of light, even shadows disabled..i have used it over scene.gmf provided with old heathaze tutorial, just to make sure that im not delusional..here it is code.. SuperStrict Framework leadwerks.framewerk RegisterAbstractPath(AppDir) Graphics(800, 600) Local fw:TFramewerk fw = TFramewerk.Create() If Not fw RuntimeError "Failed to initialize engine." Include "FreeLook.bmx" 'load a scene LoadMesh("abstract::scene.gmf") 'Create light Local light:TLight = CreatePointLight(5) PositionEntity(light, Vec3(0, .25, 0)) EntityColor(light, Vec4(1, 0.5, 0, 0.1)) EntityShadowMode(light, 0)'disabling/enabling shadows doesnt change a thing Repeat FreeLook(fw.Main.camera, .1) fw.Update() fw.Render() Flip(0) Until KeyHit(KEY_ESCAPE) End and its still looking same as before..it seems like creating some sort of rectangle with size of given light range and from each corner of that rectangle, sides are extruded..sort of...weird.. here is result on given scene used from tutorials also, just side note, doesnt matter is it used with framewerk or not, it does produce same result..
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..ahh..its really ruining look of my caves and underground levels..its giving visuals like some sort of cubic map is applied on to surface..sort of..sigh..
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..hi guys..im wondering, whats causing Point light to have such artifacts over geometry surface..i havent use anything special, just simple CreatePointLight(), with some given range..it looks like some sort of 'cube' with sides extruded out..
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Crytek Planning a Free CryEngine Release? ...
Naughty Alien commented on Marleys Ghost's blog entry in Marleys Ghost's Blog
..ill think twice before i consider CryEngine 'free'..similarly to UE or Unity, yes, its 'free' for you to download, play, learn how to use it (its good for them, expanding user base)...however..soon as you cross line called 'commercial development' or better say 'lets make some money', you will see real nature of such 'free' solution..and im not talking about 99$, but massive percentage out of whatever you make (profit).. However, major limitation for most of people (3d enthusiasts or bedroom coders), is not tech or engine, whatever you use, but put it simply, media necessary to produce some quality game of that scale where use of UE or CryEngine will make some impact. Soon as you go down to scriptwriting, sound design, unique level design(im not talking about downloadable models packs), characters, animations..you will realize that real limitation is not ability to use engine of any kind, but simply, production of content for it,if you planing to sell your game..as for hobbists and people who just taking it for learning curve..its okay..no impact for both parties anyway.. -
..its good to see that animation system has been improved..im wondering, regarding animation, do you have plans, if any, to include morphing targets??
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..hello EagleEye, and welcome to LE community ..ill try to reply much as i can and know about LE, so if i have missed something or lead you in wrong direction, ill be glad to be corrected by some other folks, and its all fine ..first of all, I think community here is very friendly and quite nice folks hanging around here, far as i can tell..so it will all work just fine, if you have some problems or issues with use of LE..as for those "language elitists", dont think too much..what does matter is end result, and feel free to make a note that Prince of Persia (old one on DOS) motion capture were done with text editor (EDIT) and photo camera, and output, animation wise, is better than 80% of games today in same genre (side platformer) anyway, whatever you like to use, use it and feel free to show to other folks what have you done, thats great ..now, back to your questions: 1) LE is capable for building nice landscapes and they are not BSP's, so i think LE will suit your needs just fine 2) I cant say much because im not using LE landscape features, but i guess it should be quite easy to do in provided editor, however, folks whos using it, should give you more tips 3) Newton is naturally integrated in to LE so its working all just fine, you will love it 4) Far as I can tell, there is no built in GUI system, or if i can recall, it was attempt to build one in LUA or something, im not sure, so if im wrong, guys please correct me.. Bottom line is, LE far as i can tell, doesnt fall in to category of a 'Game Engine'..but it does fall in to very very well organized rendering engine with all necessary attributes necessary for game development without plugging 3rd party stuff, and thats something what makes it VERY different from all other solutions you did mentioned..that also mean, you will have to write by yourself parts of game structure you need in your game, HUD system, GUI, AI, etc..but again, work is a lot easier because, as i said, all necessary parts for such structure development, already does exist within LE environment, so you dont have to 'plug this or plug that' to make it work..all in all, it is in my case, best spent money regarding this kind of software so far, so i super highly recommend this system...I hope this small description did make some sense and helps you ..cheers
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..C++ is a nice language for things where you cant find any alternative...im using it for my Phyre stuff and of course for more 'human' look and feel Im porting things a bit up higher (BMax) so its easier to digest(especially because of dealing with PSU...so, for things I needed with Phyre, there is nothing more simple than C++ available so thats about it..respect for language really..its quite handy...only reason why im not in full love with it, is a bit weird syntax, but again, its my perception and not bad feature of language itself...