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flachdrache

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Everything posted by flachdrache

  1. File Name: devmex_Le231_ShaderSet01_detail File Submitter: flachdrache File Submitted: 26 Aug 2011 File Category: Shaders devmex_Le231_ShaderSet01_detail ---------------------------------------------------- Supportive shader/material for my upcoming downloads. "Additional", detail shaders and normalmaps ... mostly just defining preprocessor switches really. Click here to download this file
  2. I somewhat missed the post from the "27 July 2011" - since my legal stuff should be sorted i might join too. I got many low price assets with in good shape / quality but some are not complete yet.
  3. Hmmm, i played Doom3 with all shadows even the own, player shadow, enabled and it somewhat got boring having to switch the flashlight because my own shadow made me not see things. On the other hand deadSpace "doesnt" use shadows and many others aint too. I would be more in need of "volume" fog and a good bunch of particle emitters + the knowledge if/how to get a steady framerate. Besides most released le2 games could be ported to lua as much as my little mini-game could be ported from lua to c, imho. Let me think about the possibilities but basically i would.
  4. File Name: DirtyRottenSet_u3dSource.zip File Submitter: flachdrache File Submitted: 25 Jul 2011 File Category: Models Triangles: some LOD Versions: No The source files of my "Garbage - DirtyRottenSet" in u3d format for Ultimate Unwrap 3DPro. Click here to download this file
  5. imho the style would be quit nice for a HUD too and i might snatch the idea. Number 47 uses such hud which makes it look just funktional inGame - these kinds do suffer quit easy from over doing things however.
  6. I know "random individual opinions" as much as i know "random individual ideas". I dont mind at all if its straight and solid - i just think that too many options are kind of "bewildering".
  7. Now that i actually dealing with "constructing" a menu i realised that all kinds of glsl shaders are "not" reachable with in 3rd party solutions ... if you just use leadwerks build in commands it would be xtreemly nice to share your work here. anyways, keep it up.
  8. I voted for "Space Invaders 3D" - just because this post is by far your most strangest offer to date. Your For-Tran note was still funny but more community "spreadsheets". I consider myself a dll developer and not a lab worker here.
  9. As of actual using .Net derivations, in a no "one hit wonder" environment - there where several issues i had in the past with it. Namely it was always a constant w.i.p. - especially with the XNA framework including abandoned support for so called "project updaters". Within leadwerks it had been the license question issue which made me not using it - if its provided "As-Is" its more close to "public-domain" but non the less these restrictions made it somewhat float in mid air, beside (in the mean time) its about two years ago i wrote something good with it. If its included in the sdk, within the same eula - i might rather use the provided engine commands in a .Net, for extended game-tools-pipeline programing than a strange 3rd party openGL solution.
  10. Since the 2.43 "bugs" seam to only appear for few of us -- i highly suggest to get some option for evaluation users to report bugs and issues ... would help us greatly to react and handle such issues for with our upcoming releases ! PS: could you make such community things sticky in the forum ... i might miss half of it.
  11. Exactly - the pipeline worked out just like it should be. I wouldn't say programmer friendly but doable with little experience in blender. The mode itself has some issues which i need to fix still but the pos and orientation is finally there. The script is just like the monsterTruck but with 4x steering wheels. I already had imaginations of all kinds of horror scenarios for work arounds really ... good that no 6k model programm is needed too. I think grouping isnt needed at all just the models relation to each-other need to be obtained.
  12. Well, i dont consider advertising being a wish list either but since there is no real sample for it i guess the script just breaks at one point. I was just too tired to go on / clean up. Edit: solved ... one actually just need to update all tires in the array. Clean and tweak vehicle model in uu3d to obj to blender-2.56, for positioning tires etc. relative to vehicle body (group origin to geometry).
  13. OK - somewhat solved ... no 8 wheels though - i only get 4 visible wheels to spin atm.
  14. ? Thats the first time i read about a position of a subMesh could get lost - i wouldnt mind to set up a pivot rig ... if it works. So, there are still 6 to 9 other ways to do it differently ... good. PS: here is the 8 wheeler - just for reference. Jeep and Truck Models where found on the interweb w/o attached license e.g. for private use only. If you are a fancy 3dStudioMax owner - i wouldnt mind to get a working stryker_truck 8 wheeler. Edit : I looked in my database and the stryker vehicle was downloaded from "gfx-3d-model.blogspot.com" but is no longer featured there. Models w/o license end up in my "non-commercial" folder but this particular model was offered as no-strings-attached download.
  15. Well, i try to get a 8 wheeler vehicle lua script to work and keep failing with the given .gmf pipeline. Currently i want to verify the memory leak the default monster_truck.lua produces but le2.43 keeps overwriting the .phy collider mesh in its own, given, folder ... and it seams the garbage collector of le2.43 just does a better job. The bad thing is, i need to fully understand leadwerks implementation within its newton boundaries - since i need the 8 wheeler, a jeep and a motorcycle for the player to drive. Please understand my issue here ... its by design. Well, here`s the deal ... UU3D cant export multi-group .gmf models (to my knowledge) - only fbx2gmf.exe does keep its childs to be found. The models structure looks like : scene-root (mesh:Static_Mesh) - Mesh:body - Mesh:Tire_L1 etc. etc - Mesh:TirePivot_L1 etc. etc Yes, i added tires and tire pivots ... just to have them available. These are scene root childs which can be found to hide/replace the visual models - which does happen. Here is the block of script : pivot=object.model:FindChild("PL1") -- PL1 is a Mesh:TirePivot if pivot~=nil then Print("found PL1") tireradius=pivot.aabb.h*2.0 object.vehicle:AddTire(TFormPoint(pivot.position, pivot.parent, model),tireradius,suspensionlength,springconstant,springdamper) object.tire[0]=LoadMesh("abstract::vehicle_truck_stryker_Wheel.gmf", object.model) pivot:Hide() end The "pivot" gets found and hidden, no matter if its my "Mesh:TirePivot" or my "Mesh:Tire". The instance of "TFormPoint(pivot.position, pivot.parent, model)" is what bugs me the most - the "model" in the line does have no reference but the very "class:CreateObject(model)" - which looks like a hack non the less. Even if the pivots got found and replaced by its visual, non physic, vehicle tires - the actual "AddTire" fails on me ... please take a look into the provided model source and help me understand this newton thing here ... a dummy vehicle SDK setup would be nice too and highly needed because of the model pipeline. thx.
  16. ... nah dann schreib halt "Lehnsherr" ... done pretty much everything in gamedesign, i dislike weightpainting and my timing is too bad for hand made character animations + i dont draw but rather construct ... which is as slow as it sounds.
  17. Nice to see someone with a identical history. As far as i can tell is torque3D a little more basic but already got some more advanced addons (extra cost though) which youll have to code yourself (or team up with someone which aint easy neither). Sind ein paar mehr deutsche hier - also würde ich mir einen anderen Namen zulegen. Mein politisches Interesse reicht nur für den Gedanke das weniger Mist in die Welt getragen werden sollte, aber du möchtest keine "Diktatur der Gutmenschen" heraufbeschwören. ... just a headsUp for us germans. You might like to find "Thinking in C++", which is free to read online iirc. hth PS: here is mine ... well you know, one day i had to post a link.
  18. Which would be great for the ipad ... 200 sidescroller a la "manhattanProject" in the first year - i wonder which gametypes we might develop on the iThing next xear. Anyways - dont want to rain on your parade but there is an still an issue, in the tracker, i need to know more about ...
  19. The "Terrain shadowing bug" appears on middle and large terrain maps in the demo version but was fixed soon after its release. PS : i was referencing to a bug which was marked as solved, in the bugtracker around the 2.31 version, - great that this turned out to be a non issue.
  20. Seamless does sound nice but, - the lack of vertexPainting keeps be from exporting models right away. Hopefully josh can find the time to consider adding Vpaint to Le3.
  21. Looks like one phy object ( the car ) tries to penetrate the other ( fence ) and that the tires are too small. For the first issue i would oversize and simplify the fence phy ( put it in a box if its just used as fence ) and might even send a message to the car that a. the car breaks the fence or b. the car has to reset all its forces with the "object:Collision" function. The second one i would say one can easily hang in mid air ( gameplay wise ) and that the tires from the monster truck do seam to help giving enough air between chassi and street so the car does not get stuck between two rocks - at least i would say remodel the tires with a higher polycount ... but josh might know better if higher polycount on the phy model is any good. Dont know if this can help but here are my defaut values local suspensionlength =0.30 local springconstant =70.0 local springdamper =150.0 --- object.model.buoyant = 0 object.model:SetKey("collisiontype",COLLISION_CHARACTER) object.model:SetKey("mass",2.5) object.model:SetMassCenter( Vec3(0, -0.5, 0) ) PS: If one drives over an allready broken-down fence the fence should be of no collision type. hth
  22. Hey Tyler - in fact my assumptions are partially based on some of the lua classes you posted. This event message dispatcher might work in the lua world alone, setting postprocessing fx and other client behavior might be controlled in source code. However, if the player steps on the firepit i dont see a reason why it shouldnt controll timing a fire emitter and such. I basicall want to put a timer entity in the scene which counts the seconds the game is running and if a behavior is at hand ( a new decal is spawned ) the message dispatcher class notes the event system that it should free this decal in 15 seconds ... how do i collect those data ? PS: The non-OO approach would be to "simply" have the entity send a message to itself - which free`s itself after a delay.
  23. Moin ... long time no see. Well, i want to give lua ragdolls a try. I started my "extracting" all bones by naming and assigning all bones to body spheres ( the skeleton is FPSC based afaik ). -- if we know that these childs are available, we can -- select some to build the pivot rig -- note that the distance between weighted joints in the mesh -- cant be stretched much and that the mesh root cant be moved -- nor scaled away from the "Bip01_Pelvis" joint local Bip01_Pelvis = Bip01:FindChild( "Bip01_Pelvis" ) if Bip01_Pelvis ~= nil then Bip01_Pelvis:SetParent(Bip01) else Print("Could find skeleton Bip01_Pelvis") end local Bip01_Spine = Bip01_Pelvis:FindChild( "Bip01_Spine" ) if Bip01_Spine ~= nil then Bip01_Spine:SetParent(Bip01_Pelvis) else Print("Could find skeleton Bip01_Spine") end local Bip01_Spine1 = Bip01_Spine:FindChild( "Bip01_Spine1" ) if Bip01_Spine1 ~= nil then Bip01_Spine1:SetParent(Bip01_Spine) else Print("Could find skeleton Bip01_Spine1") end local Bip01_Spine2 = Bip01_Spine1:FindChild( "Bip01_Spine2" ) if Bip01_Spine2 ~= nil then Bip01_Spine2:SetParent(Bip01_Spine1) else Print("Could find skeleton Bip01_Spine2") end local Bip01_Spine3 = Bip01_Spine2:FindChild( "Bip01_Spine3" ) if Bip01_Spine3 ~= nil then Bip01_Spine3:SetParent(Bip01_Spine2) else Print("Could find skeleton Bip01_Spine3") end local Bip01_Neck = Bip01_Spine3:FindChild( "Bip01_Neck" ) if Bip01_Neck ~= nil then Bip01_Neck:SetParent(Bip01_Spine3) else Print("Could find skeleton Bip01_Neck") end local Bip01_Head = Bip01_Neck:FindChild( "Bip01_Head" ) if Bip01_Head ~= nil then Bip01_Head:SetParent(Bip01_Neck) else Print("Could find skeleton Bip01_Head") end local Bip01_L_Clavicle = Bip01_Neck:FindChild( "Bip01_L_Clavicle" ) if Bip01_L_Clavicle ~= nil then Bip01_L_Clavicle:SetParent( Bip01_Neck) else Print("Could find skeleton Bip01_L_Clavicle") end local Bip01_L_UpperArm = Bip01_L_Clavicle:FindChild( "Bip01_L_UpperArm" ) if Bip01_L_UpperArm ~= nil then Bip01_L_UpperArm:SetParent(Bip01_L_Clavicle) else Print("Could find skeleton Bip01_L_UpperArm") end local Bip01_L_Forearm = Bip01_L_UpperArm:FindChild( "Bip01_L_Forearm" ) if Bip01_L_Forearm ~= nil then Bip01_L_Forearm:SetParent(Bip01_L_UpperArm) else Print("Could find skeleton Bip01_L_Forearm") end local Bip01_L_Hand = Bip01_L_Forearm:FindChild( "Bip01_L_Hand" ) -- points to "FIRESPOT" if Bip01_L_Hand ~= nil then Bip01_L_Hand:SetParent(Bip01_L_Forearm) else Print("Could find skeleton Bip01_L_Hand") end local Bip01_L_Finger0 = Bip01_L_Hand:FindChild( "Bip01_L_Finger0" ) if Bip01_L_Finger0 ~= nil then Bip01_L_Finger0:SetParent(Bip01_L_Hand) else Print("Could find skeleton Bip01_L_Finger0") end local Bip01_R_Clavicle = Bip01_Neck:FindChild( "Bip01_R_Clavicle" ) if Bip01_R_Clavicle ~= nil then Bip01_R_Clavicle:SetParent(Bip01_Neck) else Print("Could find skeleton Bip01_R_Clavicle") end local Bip01_R_UpperArm = Bip01_R_Clavicle:FindChild( "Bip01_R_UpperArm" ) if Bip01_R_UpperArm ~= nil then Bip01_R_UpperArm:SetParent(Bip01_R_Clavicle) else Print("Could find skeleton Bip01_R_UpperArm") end local Bip01_R_Forearm = Bip01_R_UpperArm:FindChild( "Bip01_R_Forearm" ) if Bip01_R_Forearm ~= nil then Bip01_R_Forearm:SetParent(Bip01_R_UpperArm) else Print("Could find skeleton Bip01_R_Forearm") end local Bip01_R_Hand = Bip01_R_Forearm:FindChild( "Bip01_R_Hand" ) if Bip01_R_Hand ~= nil then Bip01_R_Hand:SetParent(Bip01_R_Forearm) else Print("Could find skeleton Bip01_R_Hand") end local Bip01_R_Finger0 = Bip01_R_Hand:FindChild( "Bip01_R_Finger0" ) if Bip01_R_Finger0 ~= nil then Bip01_R_Finger0:SetParent(Bip01_R_Hand) else Print("Could find skeleton Bip01_R_Finger0") end local Bip01_L_Thigh = Bip01_Spine:FindChild( "Bip01_L_Thigh" ) if Bip01_L_Thigh ~= nil then Bip01_L_Thigh:SetParent(Bip01_Spine) else Print("Could find skeleton Bip01_L_Thigh") end local Bip01_L_Calf = Bip01_L_Thigh:FindChild( "Bip01_L_Calf" ) if Bip01_L_Calf ~= nil then Bip01_L_Calf:SetParent(Bip01_L_Thigh) else Print("Could find skeleton Bip01_L_Calf") end local Bip01_L_Foot = Bip01_L_Calf:FindChild( "Bip01_L_Foot" ) if Bip01_L_Foot ~= nil then Bip01_L_Foot:SetParent(Bip01_L_Calf) else Print("Could find skeleton Bip01_L_Foot") end local Bip01_L_Toe0 = Bip01_L_Foot:FindChild( "Bip01_L_Toe0" ) if Bip01_L_Toe0 ~= nil then Bip01_L_Toe0:SetParent(Bip01_L_Foot) else Print("Could find skeleton Bip01_L_Toe0") end local Bip01_R_Thigh = Bip01_Spine:FindChild( "Bip01_R_Thigh" ) if Bip01_R_Thigh ~= nil then Bip01_R_Thigh:SetParent(Bip01_Spine) else Print("Could find skeleton Bip01_R_Thigh") end local Bip01_R_Calf = Bip01_R_Thigh:FindChild( "Bip01_R_Calf" ) if Bip01_R_Calf ~= nil then Bip01_R_Calf:SetParent(Bip01_R_Thigh) else Print("Could find skeleton Bip01_R_Calf") end local Bip01_R_Foot = Bip01_R_Calf:FindChild( "Bip01_R_Foot" ) if Bip01_R_Foot ~= nil then Bip01_R_Foot:SetParent(Bip01_R_Calf) else Print("Could find skeleton Bip01_R_Foot") end local Bip01_R_Toe0 = Bip01_R_Foot:FindChild( "Bip01_R_Toe0" ) if Bip01_R_Toe0 ~= nil then Bip01_R_Toe0:SetParent(Bip01_R_Foot) else Print("Could find skeleton Bip01_R_Toe0") end but thats it - i add HingeJoints between parent & childs from given Bip01_Skeleton and the "bodySphereRig" looks somewhat OK but i have no good way to let the bodyRig drive the mesh bones e.g. if i bind a model than the bodyRig becomes nonColiider because the parent isnt allowed to collide and if i allow the model to coliide ( setting mass and entityType to the model ) than the models own physic collider ( the phy file ) is in the way. erm ... halp ?! Tia. The model skeleton`s "sceneRoot" is bound to the model itself ... ?! -- Build the pivot skeleton -- make sure that we can have all pivots in the model local Bip01 = object.model:FindChild( "Bip01" ) if Bip01 ~= nil then Bip01:SetParent(object.model) else Print("Could find skeleton Bip01") end
  24. Moin, i like to have all "fire an forget" effects handled client side alone e.g. decalTime and other time based effects. So far i think following objects would be needed a global timer message dispatcher eventSystem basically the idea is to set entity keys on new effects ( like a decal ). Like ... spawn decal, set timer, if decalTime over send message to free itself. I want to solve that in the OOP way but iam somewhat puzzled where to start ?! How do i collect / record new entitys added to the world from given moment ? any help appreciated
  25. I tested vehicles several times - since i know that you guys had/have issues with your implementation and i am in need of ai controlled vehicles myself ... but i only have the monster truck to "test" and the only issue i had ( to date ) was the overturn of the monster truck. The "overturn" issue got "fixed" by adding object.model:SetMassCenter( Vec3(0, -0.5, 0) ) in the vehicle_monstertruck.lua script itself. Beside that i will controll some of the physic behavior within the collision function i guess e.g. function object:Collision(entity,position,normal,force,speed) end and thats the only advice i can give ( being a physic noob ) - dont let physics handle your game dynamics alone. Let that to chaos theory. If you take an older race game by sample - they used to zero out all physics behavior as soon as a obstacle got hit. There might have been some spring movement but forces where "pushed back" afaik. Iam a physics noob though and i have no idea how a setup for a motorcycle would look like but i guess there simply need to be some invisible pivots, bodys, springs, joints attached to the "playermodel" to controll its behavior. I would like to see more of this - to get a better idea myself. I posted this month ago but again - this might just have to do with forces similar to magnetism ... if one thinks about ai controlled opponents it really is handled like a donkey is following a carrot. ( setting a antiforce on coliision i mean ) cant be of much better help here tho. ;o)
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