
Chiblue
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Everything posted by Chiblue
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I have a model that is originally a .x model, I imported this into UU3D applied the textures and inside UU3D everything looks great including all animations, I saved the mesh to GMF using the plugin. But when I use model veiwer, the mesh is no longer attached to the bones, the animation runs but all that moves is the bones not the mesh. I seem to struggle greating these GMF files, does anyone have a "works every time" process for getting UU3D files to GMFs succesfully?
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Actually the FPSC Hud.x models have animation sequences for: Show or draw weapon **** weapon single shot fire auto or semi auto fire reload putaway weapon Player moving motion Also they have limbs(bones) configured and named to support cartridge ejection and gun flask... The work pretty well for 1st person, I have been thinking how to swap from 1st to 3rd person, and the only way I can think of is to have a full body mesh hidden in 1st person and in 3rd person hid the hud and show the full body.. this way you don't need so many animations in 3rd person, although most meshes I have used from FPSC have all these built in... Actually the one thing that I struggled with in GDK was simulating between tactical carry and and ready carry modes for the weapon in 1st person. Although I did get this working by simply dropping the y offset of the model to suite the carry position.
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It's funny, I was reading through this thread, and thinking well I am looking at a minimum of 3 controllers... maybe more if your character is say a biped thatn walk 2 legs, 4 legs, crouch, prone, etc... Having the ability to set different controller modes and associated X Y Z dimensions would be very helpful... So I guess the next question is, When is 2.31 going to be available
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Just out of curiousity, could you use one controller and then use the ScaleEntity function on the Y axis to scale the entity to the appropriate crouch or standing, for example when the player crouches could you scaleentity to say 50% of the current y... then scale 200% to go back to standing? Not sure if this would upset the collisions? This is how I did this in GDK, for the Dark Physics controller..
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The FPSC HUD.x is what I used un GDK and once you have the object positioned and linked to your controller the rest is relatively simple to implement, the animation is a little tricky due to the transition from single show to automatic, plus some of the animations are a little limited... Just as a followup, why connect to the camera, would it not be better to connect to the controller and then just control the pitch directly... then have the camera point in the same direction? Anyway thanks I will try to get this working..
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So how do I use hands in the gamelib functions?
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That's it... wow you make is sound so complex...
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Thanks, any examples of the code?
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I am working on a project using gamelib, I understand that gamelib does not support hand or gun meshes... which would be useful... Anyway does anyone have any links to any cod ethat uses a either hands with a gun mesh or GDK prior to having some issues with this physics engine, I am trying to do the same thing in LE.
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Yes, like most things we are defeated by our own stupidity..
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And I was sorry...
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I already have that, thanks.. I will look through it..
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I am ok with that, I guess is there a possibility of getting the vwep_gun.gmf and vwep_hands.gmf in a format that I can play around with like obj, 3ds, x, or even UU3D? That way I can try other weapons using the same animation controls and hands?
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I am working on an FPS probject, I m using Gamelib and I have a FPS type mesh which is simply bones structure with hand meshes, a gun and some animation.. I am trying to load this using the player class - model, does anyone have any helpful articles or code I can use to help me get me FPS weapon working, I am loading it as the current weapon... I have the mesh loaded, but unless I turn on debug I cannot see it in my scene.. if I turn around this is what I see... (attached).. first how do I load a weapon model into the weapon class in Gamelib, I am loadin this myself rather than having it in the editor map...
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Not sure if you already purchased DBPro, but I will be happy to give my input on that... I got DBPro and worked with it for about 2 months, it is a great idea and I got it becuase I thought that the language would be faster than using C++. The other entisement is all the addons so after 2 months and probably $100+ of purchases for addons I had about 10,000 lines of a game developed, after struggling through several frustrating bugs or inconsistencies in the IDE. Only to then spend days and weeks working around these and bugs within the addons like Dark Physics Ray cast, spent a week on that one... I understand that there are bugs in everything... the frustration was that apart from a couple of users in the forums, TGC would not respond to any of my bug fix requests, even to the point of refusing to acknowledge or deny the specifc bug.. I then get leadwerks, and to be honest I am extremely happy with the product, it's extremely flexible and the forums are full of people willing to help, even to the point were the creators of the various solutions are active participants in the forums... The big difference is that leadwerks does take a little more effort and thought to get a finished product but the journey as I am finding is fun, interesting and in many cases challengining but unlike DBPro I never feel like my challenges are beyond my reach... So for what it is worth, if you like to code and do not mind working at your project (if you do then give up now) but Leadwerks engine is a great product and the community is extremely willing to help with everything you need.. Just my impressions after looking for an engine, and using DBPro under fire as it were...
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Enabling Collision on the Trees in Sample Scene
Chiblue replied to Marcus's topic in General Discussion
cocopino, are you trying to use the collision within editor or are you having issues within Gamelib when using the scene? If like me the issue is the Gamelib code I have made a mod to my version that allows the collisions to work within the Gamelib code.. -
Wow, now I feel dumb,
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It's not that car that causes the accident, so it does not matter how smart the car is, it's how smart the driver is that causes the problems... the only gamelib demo I found was the power tutorial, there is another? and if so were?
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When I click on the line for Editor documentation I get an error... http://leadwerks.com/werkspace/index.php?app=downloads&module=display§ion=download&do=confirm_download&id=88
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When reading forums, of other information I see packs mentioned like nature pack, WWII Pack etc.. also on the main site under products there is Content Packs that do nothing? Nature Pack
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That's about where I was, after looking at the Gamelib code it seems that many of the functions would be useful but in someway it is not extensive enough for a true FPS. Thanks...
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So I finally started building a project in LE, but now I am stuck... should I use LEO, Engine or Gamelib, I understand they are different levels of the same thing, but I would like to get the ease of using Gamelib commands but have the flexibility to add additional functionality... or should I just expect to have to extend the functions in Gamelib to support my needs... Also is this the way people develop using this tool... On a different note, is there any additional tutorials or documention for Gamelib?
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I keep seeing mentions about content packs, or media packs... can someone tell me what these are and were are they available..
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That is certainly possible I just got uu3d so don't have much experience with it's options but I will try it.
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Be my guest, I have not as I built them specifically for FPS game environment so was happy with it.. most gamers don't care about the quality of the environment just that it is "appears" real.. take most of the FPS games out there... many of them don't even support decent shading textures.. Please keep in the loop on what you do with it I would like to see your results.. I do have a few of these as I said and maybe I can create a new paradigm in FPs gameplay...