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Everything posted by Alienhead
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Just wanted to say that I absolutely love LE's environmental probes. I haven't really had the need to dive into them with my past projects but this competition project I really really needed lightmapping.. After wasting a few days trying to make a shader understand I wanted two UV sets, I gave up, after all I'm on a time scheduled with the competition. So I started playing HARD with lighting and probes in LE.. I can honestly say that I don't need or never did need lightmapping. LE does it with static probes and does it awesomely. I want to show a few screen shots but I won't, don't want to tip my hand. It'll be downloadable and playable in 3.5 more weeks anyways. Well done Josh, LE keeps impressing me again and again..
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Concept of an actual orbiting asteroid around a giant sun, camera roll and proper light rotation for orbital gameplay. After I'm finished with the game competition I'm going to return to this project and build a tower defense style game on top of the mechanics. ( unless Ultra is out, then I may have to reboot it )
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Quick question, I've been trying to get this to work on and off for a few days now but seem to be 100% stuck, I'm setting up a few lens flares from the editor in my scene. They show fine in the editor, but when running the game they don't show up. I've check all the usuals trying to determine why, but as I mentioned, I'm stuck ! Any suggections on what to check ? I suppose I could always use some sorta sprite trick to replicate the effect but I really love how LE's lens effect looks. I want it ! Doh, just noticed I misspelled villain in that screenshot.
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2 weeks into the competition so far.. My idea is finally starting to materialize and actually feeling somewhat like a game. Over the next 2 weeks I'll have the game mechanics finished leaving me a solid month for UI and polishing. Onward march !!!
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is the path data generated when calling :GotoPoint stored in an accessible table or a pointer? If not is there any way of accessing the path route when called?
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Working on my competition entry, I'm kinda stuck on something, and I may end up ditching the idea before I spend to much time on it. . I was wondering if anyone may have derived a solution to detect when a player ( or any entity mesh ) is in a shadow volume ? Think back to the game Thief, when hiding in the shadows was possible via Lightmapping but I haven't found a way to do it with these real time lights..
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I'll try to paint the scenario. Say I have a rather large city I'm constructing. I'm using Navmesh very lightly to update goto positions periodically. I have about 10 cops that patrol the city on foot. and about 30 citizens that wonder around. Here's my question regarding optimizing: Would it be best to run the Ai script on each object independently ( just attach a script to the cop/citizen ) or construct a main logic function that handles the cops/citizens within a single control loop? What is the price of running 40 character scripts VERSUS one main loop that controls them all ? I would rather have them running independently but later down the line if it proves to be more optimized running them in a control loop I'd go that way. Just wondering if anyone else has faced this question before and If you had any feedback? Thanks.
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Hmm a leadwerks engine competition sounds cool too. Lemme get finished with the syntaxbomb competition first though !
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I'm offically entering the SyntaxBomb 'code a game in 2 months' competition... The theme this year is 'You are the Villain'. I got something in mind for this one hehe. I'll be waving the Leadwerks flag with my entry, so wish me luck !
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I just ran across this little jewel when I was looking up how to create circular planets in a terrain creator app. This app is so cool, and it's free up to 1k resolution I believe. It can be used to make heightmaps, export fbx, create gorgeous skyboxes. It even has a plugin node to create game maps( gui ) from terrains created within. https://quadspinner.com/
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Is there any way to assign a texture to a 2nd UV set in a model without breaking into the shader? I'm using paint 3d to hand paint some mesh and it says it blends to 1st and 2nd uv layers. I wanted to import this into LE even If I have to assign the textures manually to the 2nd layer.
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I'm going to do a video later this week.. I'm having a lot of fun making effects in LE. This one uses a 16x16 plane, vert positions saved to a tree, 2 random verts are selected per sequence... then as simple as connecting the dots to get a realistic electrical shock effect. I'm considering using the animation models bone positions as a start point then randomly arc outwards to the plane pivots.. but for now this is more than I had hoped for. I'll leave it at that.
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I plan on moving to Ultra but it'll be after I finish this current game. I'm in to deep to worry about any porting at this point. I started this project back in March, so about 7 months now. It's went through some major face lifts and design changes since the original base game I had laid out ( original ).. I really have 2 main projects I switch back and forth between to prevent staleness but this one is my love and the project I plan to see to completion. I'll probably carry my zombie tower defense game over to Ultra when the time comes ( zombie TD ). Thanks to Leadwerks modular design It's pretty easy to carry over scripted logic between projects.
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I've really only recently started experimenting around with leadwerks particle system. I must admit however, with only the exposed variables in the editor many great effects can be generated. In this screenshot I'm using 3 different particle emitters, 1 animated decal , 1 animated sprite sheet. all in all less than 100 particles for the entire effect. Combined with some high fidelity electrical charging sounds this effect is amazing in action. I am so pleased with Leadwerks particle system, it's fast and very flexible. I really need to upload a video so you can see it in action, the still image does it no justice.
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I want decals on terrain and models ( buildings and such ) but not on the player.. player model is classified as a 'model' if I'm correct.
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Last question for awhile I'm dipping into stuff I haven't yet messed with in LE and I got stuck. My question is - is it possible to change an entity's classid? I'm wanting to classify a few 'models' as 'brushes' to avoid decal over spray. Thanks.
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That's was it alright, since I'm not using NavMesh anymore, I rebuilt it at some crazy low settings ( less poly ), and it stopped freezing up on me. I sure wish I could ditch it altogether without having to rebuild my map. I got about 36 hours of construction in that map.
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Ahh... hmm is there a way to remove navmesh on my map? I've ripped out navmesh pathing in favor for a homebrew remedy so I'm not even using the nav mesh anymore. As far as testing it out, it's pretty deeply embedded in my code, the total project is 13,000+ lines of code at this point.
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I got a Cube in my scene, I'm pushing a sphere towards it and I get random silent crashes, after some heavy digging I came across this error, but no fn idea what it is or handles.. Assertion failed: npath < m_maxPath, file c:\users\joshk\assembla\leadwerks engine\engine\source\libraries\recastnavigation\detourcrowd\source\detourpathcorridor.cpp, line 506
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toon shader / post effect?