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YouGroove

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Everything posted by YouGroove

  1. What does mean runnable ? Caus i simply runned it from LE3 debugger.
  2. With 1024x1024x1024 terrain, what i use, you can make a really big world already.
  3. I even tried on start function : --Load a map local mapfile = System:GetProperty("map","Maps/start.map") mapfile = System:GetProperty("map","Maps/start2.map") Map:Load(mapfile) Time:Delay(1000) local mapfile = System:GetProperty("map","Maps/start.map") if Map:Load(mapfile)==false then return false end return true The debugger says function unknown with "start.map" I put some delay before loading start.map after loading start2.map. -------------- Another annoying thing : I tried also to simply load map "start2.map", but it always load "start.map" because "start.amp" is displayed in LE3 editor i think. So when launching debugger, LE3 will laucnh the map on the editor it seems and not the one you defined on "App.lua"
  4. I have that code in Main App.lua : function App:Start() --Set the application title self.title="test" ... .... --Load a map local mapfile = System:GetProperty("map","Maps/start.map") if Map:Load(mapfile)==false then return false end return true end function App:Loop() if self.window:KeyDown(Key.L) then Map:Load("Maps/start2.map") Time:Delay(1000) end ... ... return true end The problem is in the app loop calling : Map:Load("Maps/start2.map") says unknown function ? what did i missed ?
  5. I created several maps for a game. I don't see the maps in Assets panel under "Maps" folder ? But if i open the folder in windows explorer they exist indeed.
  6. Strange it seemed to work on PC : http://www.leadwerks.com/werkspace/topic/7631-specular-map-response/ Or did i miss something else ?
  7. I tested the PC version and it worked, or did i missed something ?
  8. Yes And most C++ examples can be easyly made in Lua as both C++ and Lua uses the same functions.
  9. You can just use darkness await game, make two BSP cubes like i done and just run to them, your character will climb the first cube if you keep running in the wall.
  10. YouGroove

    Isotype

    @Aily: Just decrease hardware requirements, like using diffuse shader only, or go for Minecraft simple blocks with better textures. You could even make it voxel like with simple colors, than still have gameplay.
  11. Well when running woth character controller, i have some BSP house made of two BSP blocks : - lower part - upper part it seems the character can climb lower part even if lower and upper parts make a wall.
  12. Hi. I also use Lua only with Leadwerks 3. -Yes you can make a complete game using Lua. -For character controller, you can control it from Lua as you use same functions as C++, and control speed, direction, jumping To float, perhaps putting physic Mass to 0 should work,i don't tried it. -Pathfinding only requires one function call in Lua (like C++),it's super easy to use pathfinding, will work like normal other pathfinding systems : your enemies will avoid walls and will find the best way to reach some point you give to the function like the player position for example. The doc reference is writtent for Lua and C++ each time, and it has some example code you can copy and test, you can find it here : http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/ You have lot f overy good video tutorials here, simple to understand that covers Lua (mainly those made by Aggror) http://www.leadwerks.com/werkspace/page/tutorials/
  13. YouGroove

    Isotype

    For performance perhaps : - Deactivate shadow and shader for distant cubes (distance adjustable by player for his config) - Limitate view range (adjsutable) - some three LOD steps for cubes (polygons ,texture and shader differents in each LOD, perhaps no shader in the far LOD) - Clever culling system to not draw/display hidden cubes by others ( some optimized raycast ) ? - Don't know if the game have multiple AI running in one level, but alos only run nearest AI Or keep it as you done, smaller levels but that keep interesting and fun.
  14. YouGroove

    Isotype

    I like the shader on models. The grappling is displayed on menu, you should post some gameplay of it. Some ideas : perhaps more models cube to add more variation, some colors also , some traps, some jumping phases. You should continue this game as it is promising
  15. Good. Let's hope he will not forget next year
  16. Well i use pivot to attach script for example or to define a fixed position for any purpose. In some cases we don't need Pivot to be visible or placed on the scene, we just need it to exist for that scene. So for that case perhaps we could have some sort of "Game Object" ? In other case i use pivot for creating specific positions in the scene could it be for camera or other stuff. Actually we only see the position of the Pivot by selecting it in the scene panel. Perhaps Pivot could have a Gizmo like lights gizmos ?
  17. They know Linux can't compete in the desktop space so they make a console Perhaps Linux users don't do same things as you do also, their needs are different, like Mac people compared to PC people. Not all people will use their Linux machine or Mac to do lot more than photo stuff, office tools , music or internet. And they will pay for good games on their paltform as this is lacking. If Valve go console, i think their price will really make the success or not, Linux will allow them to not pay Windows License and have a lightweight more performant system i think. Not a bad thing, the only question i see, is will people prefer new PC console with dematerialized games ?
  18. For Linux, each people has his own opinion. Just go out and look at others concurrents and you'll see that some propose now Linux. A big company would not develop a Linux version if it wasn't some market for it and some real future demands and grow, they would'nt make the version just for fun or without real demande and real growing market. So LE3 and Linux, is a really good thing.
  19. Yes Zbrush for hand painted textures used in World of Warcraft. I never thaught 3D or 2D artists to go that way, but perhaps it's faster as you create real volume without needing to paint it, and have just to paint over the baked texture to give the hand painting feeling. http://www.polycount.com/forum/showthread.php?t=125737
  20. Yeh i agree. But someone using CG textures even if it comes form you it reamains Cgtextures ,as they don't sell textures or your models, it's ok. How many people uses CG texture or modify them or paint and mix several textures as new stuff and just give models and textures to other people for free.
  21. i read : One or more textures on this 3D-model have been created with images from CGTextures.com. These images may not be redistributed by default. Please visit www.cgtextures.com for more information Thank you CG textures is free os use , free for commercial projects (perhaps to to use in 3D models packs ?)
  22. I just tested, and it seems to work. specular is only the last number that make it appear and controll if it will be strong or not. (255,255,255,128) in that case 128 will represent how maximum will shine specular, grey to full white when using 255 as value. Even tested a mix of medium spec and full spec parts on texture and yes seems to work Strange shader i thaught it would just take specular map and just uses it's values like White = always max specular (255) grey = always medium spec (128) etc ... Without needing to define the max specularity ourselves in properties panel. (What will need the model viewer later will be a light we can rotate around character to better visualise the effect.)
  23. Anyway, you can keep that uniform cylnder for navmesh only , and check character collision agains other bigger using a simple vertical cylinders collision math. And against roof or passing a tunnel or arch , you can just make a raycast from character head to highter position.
  24. Or you just can you two Vector3, with each Z value = 0 and just give X and Y for these two Vector3
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