-
Posts
4,978 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Downloads
Everything posted by YouGroove
-
Stange it did not compiled ? I must have done something in the worng way.
-
There will be always lto of people saying things are bad even when it's good Make your game, and if needed change things later. For my part here is the not realism i prefer : You are free to do as you want. It's your game, but if you want ot please all players special COD crazy gamers, i don't know. It's like Arma games series you could take real location and remake them changing stuff here and here.
-
I missed something. In VS C++2010, should we must define some LeadWerks include Dll or lib ? i just opened a new C++ created project with project manager in VS C++ 2010 , but it makes one error at debug ? http://www.leadwerks.com/werkspace/page/documentation/_/getting-started/compiling-for-windows-r624 I didn't find the include library part for C++ ? perhaps i missed something else ?
-
Transition sections. Sewer near the end, you have a ladder that comes outdoor in some closed section. This section can be buildings or outdoor Cliffs with somle blocking stuff, and you would have only one way forward to follow like some little road. Following that road perhaps closed by houses or big containers, it would lead to near somewhere where the bridge is in front. I would say, you can search pictures for sewer entrance , exits, where they are located in towns ou elsewhere outside towns. SAme for bridge you can search for pictures and see where they are place. Another way could be to have no transition : You reach the ned of the sewer, it is some exit and your camera cinematic shows that you exit somehere in some less populated area or valley and then the camera shows the bridge. A dialog appear saying you have to cross it. Then you load the bridge level , and the camera shows your character arriving in it. James Bond or Perfect Dark on N64 didn't have transitions between levels only missions, and players didn't care it was so amazing games. It's a game not reality, if you want , you can be free and stick less with realism.
-
Thanks. But if you have time, i'll do more tries myself, and i use LE3 and Lua.
-
Your tutorials are centered around creating models, dealing with them by code. Can be good for Minecraft , or generated stuff by code. But for levels made in the editor and characters placed in it, Lua is lot better. It reminds me LE3 and people in C++ had to load the world, load and place entities and ligths (only positions where saved in the world file) so ou had to search them by names and depending on name place a character or light. Than manage an array of entities. Complicated I don't have dig LE3 and C++, im' concentrating in Lua for now. Im' curious if you could make a tutorial that would contain : - make a solid cube floor in the editor not by code - place goblin and barbarian in the editor not by code - load world in C++ - Manage in C++ the barbarian to navigate to the goblin - in C++ play fall animation of the goblin when the barbarian collides with it. In Unity, you create a new C# file that is attached to an entity and you have like script some defined loop and start functions, does LE 3 and C++ can work in that simple way ? Anyway that's great tutorials.
-
Thanks a lot Dennis, but i wanted the code to attach a weapon in Lua. I already have weapons (your zip contains a weapon model, not some porject test with code to attach the weapon).
-
I'll try thanks. Matrix functions seems to work , but not perfect. like i said , perhaps it's my weapon not correctly exported ? I put it at origin before export, perhaps rotation and other wan't good. It can be my models the problem not the code. But if anyone could have some Goblin with some simple weapon made of cubes working and the code, i will be happy to take it
-
Material look same as in game. only some parts specific should glow , perhaps black color on glow would do nothing and these parts would just look like diffuse shader; and white parts would glow at maximum ? Perhaps more simple, only White color on the glow map would glow ? (with some treshold?)
-
LE 3 : display collision volumes during game
YouGroove replied to YouGroove's topic in Suggestion Box
In Lua i put on camera script : if window:KeyDown(Key.Space) then self:SetDebugPhysicsMode(true); end it don't find SetDebugPhysicsMode and it's not listed in reference commands under camera object ? -
The glow shader just totally self illuminates it self. How to have parts of texture not illuminate , not glow and juts lighten to dynamic ro static lights ? alpha channel ?
-
I find a simple solution, make a big volum covering all the level , a AABB box and call a findEntity function in the world object.
-
[LE3] : detect entity in bounding box centered on goblin
YouGroove replied to YouGroove's topic in Programming
Good points Rick. I would just want little details on how it's done behind the scene ? Josh saying it was for doing a complete game. I'm just curious ? is it less optimized than pure script ? or anything else ? Perhas the best way is to test ourselves making a real game with Flowgraphs only -
No worry, perhaps it's my way of placing weapon or bone that are not correct ? I'm still searching.
-
I agree. I had at same time that day some anomalies with LE3 , and code not going where i wanted with Leadwerks 3, i think it charged my mood in the bad way. Sorry for looking so hostile, but even like that i kept trying to help you also, but perhaps it was better to let other people help you if they can. I responded to you to not let you down all the day, but well, not so good idea. Next time in such mood i will just post code if i have or advice and let other people continue the help instead of me.
-
It would be great to display collision volumes for entities when the game is running.
-
[LE3] : detect entity in bounding box centered on goblin
YouGroove replied to YouGroove's topic in Programming
For now i prefer to saty simple with Lua templates than FlowGraphs. I will have to test them, but i'm really not sure how it will help in game development ? For non programmers perhaps ? Actually Lua scripts and exposed variables are just great to any non programmer adjsut values could it be camera, player attributes etc .. But ok i'll try to look at Flowgraph and how to do it. -
ok i'll try (i made the effort to take on my free time , and made a post for him with the camera script, i also responded to it's questions, well it's more loosing patience i think, i could have just posted code and let him with it) @MikeClarke: Indeed the demo is already full of scripts running, and it has already a camera, perhaps it's the problem ? having two cameras i don't think it will work. I suggest you to forget the demo and make a new level : Add a block BSP Add directionnal light Add camera Attach this code to the camera And it will work. Forget that demo, and make your own test level or directly your own new game level. I can't do more to help you, now it's up to you to learn.
-
do you have some code ? This is the matters here , not if you can do it.
-
Thanks. I tried but it failed. In Blender i put the character in edit mode (not pose) , than put the weapon on the good place in the hand, before exporting the weapon only. By code the weapon is loaded , than placed using Matrix, but it is in some strange place and not rotated well, but at least it follow the player. I'll go with fixed weapons shape and only texture variations i think. Or keep that part for later when someone will post some Lua solution (im' not a super programmer )
-
could you at least post your Blog adress ?
-
Attach this script to a goblin you place in the level. Any entity entering the bouding box deifned in the code will turn in red color. function Callback(entity,extra) --We only want to execute this on models. --If we don't check the class we will change the color of the light, too. if (entity:GetClass()==Object.ModelClass) then local v = Vec3() v = extra entity:SetColor(v.r,v.g,v.B) end end function Script:UpdatePhysics() ... --Create an axis-aligned bounding box for testing. --This will occupy an area 10x10x10 centered around the position -5,0,0. --So it will intersect all entities on the left local position = self.entity:GetPosition() local aabb = AABB(position.x-2,position.y+1,position.z-2,position.x+2,position.y+1,position.z+2) --We're going to pass a Vec3 to the callback in the extra parameter local v = Vec3(1,0,0) --Execute the callback for all entities that intersect the bounding box. --The intersected entities will turn red. App.world:ForEachEntityInAABBDo(aabb,"Callback",v) .... end You can use that to detect any entity entering the volume. Can be used to call some attack or pursue function, nad like Goblin.AI , it should be called not all frames fro detection but each 2 seconds would be enought (optimisation).
-
LE 3 : i only work with LE 3.
-
Feww... man you have problems to read and understand what is posted ... Nope the script is LE3 : DID YOU READ ? I PUT TESTED AND APPROVED. I repeat : The camera uses mouse for free 3D space orientation, you just press "Z" key to run in the direction the mouse points. This way you can navigate anywhere in your world. I think you need strafe features ? it don't have that for now. Are ypu making a space ship game ? Anyway good luck with your project ... i give up to try helping you too hard