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YouGroove

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Everything posted by YouGroove

  1. I imported some FBX house , scaled down , put in the game demo level in front of player. The goblin seems to purchase the player wen you goes near, but it was stuck just in front of a wall of the house after i put enought distance from it. Coming near it was running front to a house wall and stucked, only by really passing near it , the golbin was able to chase the player again. Yes , if we could adjust Navmesh features it would help.
  2. So it must be me or some refresh problem. (It was a test , i won't use BSP And prefabs)
  3. The object perhaps move to camera position ? I don't know what means parent ? Have you some code to show ? How did you created the camera ? by code or in the editor ?
  4. Yep i know Eclipse setup can be a real mess. But Eclipse is in some way portable, so if it would contains all files even the JRE on some sub folder, and some shortcut for eclipse.exe pointing to that jre all problems should not appear. So why not putting in the installation a simple copy and paste of Eclipse and JRE ?
  5. SCALING at same time in 3 axes : Scaling uniformly a model is a real pain, caus characters for example should be scaled equally in all axes. I know these tools are mainly thaught for BSP, but how do we do for models ? In LE 3 that's impossible and each time a real headAche because we can only scale on 2 axes at same time and not 3
  6. Thanks , it was that, it needed the version you posted. Eclipse can now launch. But as a problem is resolved another appears [2013-03-04 17:51:47 - testcode1] Android requires compiler compliance level 5.0 or 6.0. Found '1.7' instead. Please use Android Tools > Fix Project Properties. Strange it should work with JDK .17, i switched the project compiler to JRE 5 or 6 , but it didn't work. I have just updated LE3 (is there some Android part to update ?) Well i stop to avoid headhaches, and i'll try another day.
  7. Yes some non programmers like me we would like to see some good templates of code fo standard gameplay stuff, coded in the simpliest way possible, easy to learn. It's just a whish Lits and reminder about we would want to see as gameplay and code. So anyone can add what he would need in terms of code template. - Real 3rd camera script - Character player motion non FPS view : direction controlled by mouse , forward and backward by keys. - gun and bullet code : shoot, and raycast collision - rocket launcher code : shoot, movement or rocket , collision on entities or obstacles - FPS camera driven by mouse and keys for (wlak forward , backward and strafe. - Physic monkey ball game style control driven by mouse or keys
  8. How to do that ? A solide model and double sided planes all that with some alpha channel on the texture ? I bet Normal map on alpha foliage won't be possible ?
  9. A question this time : Would it be possible to NavMesh function to specify character rotation around Y ? TO avoid to have to modify a character could it comes from any modeler with any axis conventions or 3D artists and exported as FBX. Otherwise i think all people will have each time to come back to their modeler ?
  10. 3DSMAX and MAYA, for rich people , for indies i don't think sir. There is so so much FPS games, we are really borred at max. Why people can be lot more original and make somehting else than FPS shooter ?
  11. Yep for PC games, LE 3 is really behind lot of others engines. We'll see how things will evolve, what upgrades ? what prices (as i won't pay more i think ) ? If LE 3 will bring LE 2 eye candy stuff and keep actual workflow and Lua programming yes it will be a good solution, for 999$ some people would be able to put such money why not ? It will just reward Josh for it's hard work From what i tested it has a really good up to date workflow and not so hard Lua programming capability and Flow Graphs for possible coming 3D artists or less programmer people focusing in 3D creation and gameplay instead of pure coding. LE 3 just need time to become mature and grow in terms of tutorials, code base, Android stable base,and later on tools and eye candy features.
  12. No i got stuck with Eclipse start after installing last JRE 7 ? I'm really tired about trying to have some Android apk file , it wont' be for today i think. Enought beta testing let's go to bed
  13. Yes i had same problem. I think i understood for .Exe and .debug : Lua talks to the .exe and .lua that are the main engine LE3 Files that contains all LE3 rendering and nay other stuff, i think this is the explanation why Lua need .exe and .debug.
  14. Bad JRE version on my laptop, so bad launch of Eclipse in the LE3 folder. I put a message for not forget the JRE in the doc part about compiling Android When we update, do we need to update Android part also ? Or does the installer update LE3 PC and LE3 Android ?
  15. Feww , i can't imagine the day you'll have to procuce some 50 or 100 models for a game if you should keep that painfull workflow. I would let down lightmaps and go for dynamic lightq and shadows instead. LE3 Beta is a hard experience. Trying to get some stuff running, learning non so trivial Lua specific features and stuff, how works Lua in LE3 etc ... Lot of stuff, problems, stuck with Android compilation. But staying in the PC version for now, waiting for stable working Android version will be best. I think i can begin some PC version of a future mobile game.
  16. I don't understand ? Do you use lightmapping ? model with 2 UVs ? Or do you used baked lightmapping in one texture ?
  17. No way, because i deleted DarknessWaits.exe and the .debug, i can't compile ? Ok i also deleted some .Exe and .debug from anotehr project i made: tut1 And i couldn't compile or launch anything. It seems that the .exe and .debug are created at creation of the project and should not be deleted anymore ? This is the must stragne compilation i ever seen ? Perhaps it's necessary for LUA ?
  18. Many thanks Chris. This is super helpfull, it should be put in some reference scripts also.
  19. Yu must drag a model or skinMEsh from the "Scene" view panel : - select camera in the scene viwe : you have the field target appearing - on the scene view : drag the Barbarian model on the target field and release the mouse. After releasing the mouse the circel red icon will disappear and the barbarian will appear in the target. I think it's a display bug of drag and drop.
  20. Why do we need to pudate the .exe and .debug ? Should not be to us to compile the game ? I thaught i could make a game wihtout any C++ only Lua ? How to do with Darkness Awiats as i don't know if i can make some exe from all Lua scripts without any C++ ? I don't understand a lot even after reading the manual PErhaps i will have to go full C++ ?
  21. Has someone tried to make a project elsewhere ? like c:\temp Than with the project manager build the android in some same locations ? Eclipse don't find any project ? Strange i will re test tomorow android publishing.
  22. I put important other thread stuff as reminders : Change the name fo the travelling camera script : This is not a real 3rd person camera but a simple travelling camera , the script name should really be changed and not be named 3rdPersonFollow, this really brings confusion. It don't change camera placement and orientation : When you place your camera in the level created from the editor: the camera will keep that initial position and rotation. This could put as comment on the actual travelling camera script : How it really works. ***************************************** Camera and lights should have a gizmo showing the directions or some mesh representation in the scene : You place a camera or a light there is no wya to see in what direction it points ? All 3D modelers and some other engines editors, shows and represent le direction of camera and directionnal lights, and spotlights. LE 3 editor should have same system. Actually you rotate the camera, you don't knwo at all where it points, same for lights.
  23. It works in the game demo. I retested on my demo test. It seems to work also. What is wrong : This is not a rela 3rd person camera but a simple travelling camera , the script name should really be changed. It don't change camera placement and orientation : When you place your camera in the level created from the editor: the camera will keep that initial position. The camera is not visible like a mesh on the scene, it's just a point , os it's hard to see where the camera points ? And if you rotate it, you don't knwo anything about where you rotated it and where it points also. So yes the editor should have a real camera mesh representation.
  24. @Josh : It will be complicated as i would need to save scripts, scene dierctory locations,. Because my project points to my own custom directories and assets. The simple way if you want to test is to use the demo game project. 1) remove camera from code. 2) create and place a camera using the editor 3) attach camera script to the new camera 4) drag barbarian player character to that camera target slot The camera shoudl follow the player.
  25. Strange bug : I added a simple debugger line and the game just stops after launch ? function Script:Start() self.smoothness=60 if self.target==nil then return --Debug:Error("Script must have a target.") end Debug:Error("Script ok.") self.firstframe=true What is the problem with Debug:Error() ?
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