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YouGroove

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  1. YouGroove

    LCP 2.0

    yep just ask me later when your game progress if you need extra assets :pipes, mecanisms, ladders, etc...
  2. YouGroove

    LCP 2.0

    @Rick : If you have clear ideas on some 3D assets i can contribute.
  3. Interesting code. I didn't know we could go that way with countEntities(). It seems lot more natural linear programming than using callbacks, i'll give it a try.
  4. You have some example here : http://www.leadwerks.com/werkspace/page/tutorials/_/map-loading-and-getting-entities-r44
  5. Thanks. (i should check lot more the assets site menu)
  6. @Rick : If i don't attach some Lua script to Goblin or Barbarian , they are not loaded automatically by calling LoadMap only (no entity callback) If i add some Lua script in the editor , they are auto loaded by calling the LoadMap with no CallBack function. I mean in any engine, if you place characters, geometry, anything : All that is loaded by calling one function like LoadMap and don't need any entity callback functions and any script. So if LE3 could load alone all what we place with the editor automatically with one call to loadmap only, it would be better i think. (no more annoying work arounds)
  7. YouGroove

    GUI

    There are open source not so bad C++ gui systems. And all coders could regroup and make some "official" in some sort of easy to use GUI for LE3 ?
  8. Thanks Scarlet Thread. I'll try to code it that way.
  9. BSP is not for as big worlds as some terrain systems. Even Valve with HL2 game use level sections loading , this is the way with BSP. I would say make your game first, see if it works, take decisions after
  10. Anyone has some wave shader ? (For grass or plants to have some wave movement slight, like it was wind)
  11. Anyone have some liens of code for missile launch ? I mean the model is created in front of player in the direction of the player and it moves to some model target in a direct line. In fact the code i need is how to create it in front of player and with the direction the player faces ?
  12. Just tested you need to attach some script. Any entity placed on the level in the editor should be loaded could it have script or not.
  13. To resume how does it works : when to load them, when it is done automatically ? 1) For static entities like rocks to load automatically ? (the rocks in my level don't necessary need collision if they are decorative in some parts, and they don't need mass as they are static) 2) For models with physics ? 2) For animated characters ? ******************************* I think the best would be LE3 to grow up instead of relying in LE2 map loading system 1) you place pivots or empty objects in the scene with some name : you manage yourself the laoding of 3D models 2) you place characters, models in the level editor and save map they are automatically loaded independently (even without mass or script) It depends on your game style also, some adventure game with some 4 or 10 NPC at screen , you prefer the engien to auto load them. I have some example RPG project, where there can be 20 characters on the map, not grouped, your code just manage to display and animate the nearest ones, the others are just hidden and not managed. For this example, indeed : auto load characters. Strange any other 3D engine, automatically loads characters or models if you have placed them in the map. why LE3 is so weak on that point ? A map loading, is loading all stuff you put in the level editor.
  14. Also, I have no problem loading in a scene with animation but you do it by code with the callback. It's not puttign some character without any lua script in the editor and just call LoadMap without any callback : it won't work. And models can be characters or rocks, so wich will be loaded without callback and any lua Script ? i can't imagine a scene where you put 200 rocks models, and you have to load all entities yourself with callbacks and putting or each some empty Lua script.?
  15. Sorry beo6, but characters don't load when you just call the loadmap function in C++. And other non animated models load automatically. Any models placed in the map should be auto loaded like any engine.
  16. It would be great to have automatically : Entities animated models loaded. Actually static models are loaded, why not animated characters ? what is the problem ? The solution in C++ is to attach some empty Lua script, and load character by it's name and code in a callback function Not so good workflow. As we should load map and find in it all models we placed could it be static or characters, we should not have ot laod them as they are in the map. Strange non common system , that is same map loading a LE2 Why not doing like other 3D engines, and load all what you put on the map ?
  17. Ok i found by reading again the tutorial comments. You need to attach some empty script even for models to have them finded in the Map at loading. And it's to you to manage to load them by their name, they won't be loaded with map loading. Other engines load the models you have placed, why LE3 don't do that I can't imagine the workflow, having to do that for 20 different characters you have to place. You will need to create them by code by their name, and on editor each time not forget to attach some script at level creation. Let's hope LE3 to grow up instead on relying on LE2 system too much.
  18. Is the mass correct for the object ? sometimes this is the problem also.
  19. My wish was more code template examples, not necessary full modding game. Wen you have some engine to manage , all bugs, new features, suggestions, i doubt you have time for making other stuff also. Even tutorials won't come , so i doubt games to mod to come , i mean complete game level with all NPS, GUI, inventory etc ... not simple game from scratch.
  20. I don't understand very well your example. And i don't want callback. In fact i place NPC characters entities in the editor. And loading the map by code, i would need to find where are the entities placed in the level in the editor, and drive them by code in C++. like LoadMap init () { -> load map TableEntities = find All Entites characters on loaded Map } Load Map loop { For each Entity on table (){ entity.update(); } I mean more simple code, and just managing entities on a loaded map on some array or table.
  21. I have some NPC spawner points. If i need 5 or 10, i just want to load a model one time only form Hard Drive as file access is not as fast as Mem, than clone it by a Mem copy function. Thanks, i missed the function.
  22. Anyone has some C++ example to loop throught all entities existing in some loaded Map ?
  23. You load a model from Disk, cloning it as a copy is lot more fast for creating a new one. Is there a way to do that actually ? i didn't find any function like that.
  24. Yes you are right in several points. If Lua templates will appear it will be users only to make them. Even last script system with one script only, greatly diminue the component system It's juts it was stated , there would be some "darkness" tutorial step by step, it switched to FPS, but no more tutorial. So yes if tutorials appears it will be the community only also. Let's wait LE3 to become some open system with 3DS MAX style script allowing us to customize the editor also. (3D tiles dungeon editor, racing track editor, RPG template custom panels etc ...) I don't ask anyone to make tutorials or templates, i was just asking also if it was something planned (like some has on Beta of LE for Darkness game but abandonned)
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