Jump to content

YouGroove

Members
  • Posts

    4,978
  • Joined

  • Last visited

Everything posted by YouGroove

  1. I'm in Beta, just tested and no problem, what i put in the field remains and works in the code. Script.cam = nil --entity function Script:Start() local pos = self.cam:GetPosition(true) self.entity:SetPosition(pos,true) end
  2. I put sky texture cubemap in slot texture 4 but this don't make any effect? Is the shader diff/normal/spec/Environment working ?
  3. Right, Comodo and some others firewalls can make problems when updating, better keep them de-activated during the process.
  4. Yes, i was just trying right now the new system.Works great with custom collision and in game physics. In Blender : 1) make two objects for example : - corridor mesh object : named "corridor" - collision for mesh object : named "collision" 2) Make mesh parent of collision object : - Select collision mesh than 'SHIFT' and select mesh object - CTRL + "P" : choose parent 3) Export to FBX : - Select the two objects : mesh and collision - export selected objects as FBX
  5. I re installed LE3 , so loosed test maps. After retry no more problems ? well ... good, thread can be closed. @Eilander : Here is the working code , even as child with GetPosition(true) it works. Script.parent = nil --entity function Script:Start() self.joint = self.entity:FindChild("joint") if self.joint ~= nil and self.parent ~= nil then local posJoint = self.joint:GetPosition(true) local newJoint = Joint:Ball(posJoint.x, posJoint.y,posJoint.z,self.entity,self.parent ) end end
  6. Would be great to be possible to have left toolbar on the top, lot more easy to use and natural for some people. Could the camera object be part of the panel ? Would be usefull when prototyping demos to have it.
  7. Sharpen is really nice. Thanks.
  8. to delete, not so good idea.
  9. Good lecture. I hope this will come to LE3.
  10. Making lights LOD , frame rate was too slow, i found i forgot to put LOD on undergrount part. I understand now why frame rate was still to low, these lights/shadows are always active. Using lot of lights will never be as fat as lightmapping, and heavy shader/shadow consuming, so super slow frame rate. Even putting Lights distance activation, having one , two or some more lights active only at same time, the frame rate remains slow from 30 to 50 FPS on laptop in run mode.No way to make good optimisation in our user side. What will be needed : 1) New faster lightening system - Lightmapping mixed with real lights activation when camera is near - Global illumination approximative system 2) Visibility fine tunning : - Lights activated per sector : when player is within one or more rectangle volumes activate lights - Lights shadows activated only when camera at some range (no need shadows when camera is far) - Shadows per character/model activated only at some range from camera 3) Lights per shader tuning : - Specially for characters ability to specify a maximum number of nearest lights that can be used to compute lightening
  11. I meaned , it could have pivot child and door in the editor and save them as prefab, than re use them in the editor by duplicating them. -Design, physics, pivot placement in the editor and save as prefab -Find prefab instance in C++ and use FindChild (pivot child in the prefab object) in C++ Just another way of working.
  12. Ability to change if some object will receive shadows or not by code at runtime. This would allow us to fine tune when shadows display or not for some objects during gamelay : - on complex level groups , shadows on/off per sector - for custom usage tunning turn it offf/on with camera distance - for characters, only shadows for some number of characters that are the nearest to camera As shadows are heavy cost, this possibility would be a first step in optimisation direction.
  13. I had several update problems, i could run projects but MyGame FPS map have no more .exe files to run and debug. And copying them from another project and rename them i got : Map file(26) not supported. Here is the problems i got :
  14. @Cassius : A pivot is an empty object, it don't need collisions. Why not creating all in the editor instead coding ? I mean place a door model and physics, place the pivot as child object of door, than use simple code , for example : door.FindChild("pivotDoor") The advantage is that visually you can see and adjust your pivot of your door, and save door with script and child pivot as a re usable prefab.
  15. It's based on pay per usage, in fact pay per model.
  16. Good way of making them for character clothes
  17. @DudeAwesome : I was clear putting credits if you use them and modify them, i didn't know Nobiax didn't allowed that with free textures ? Nevermind i don't use Nobiax textures, i just pointed out the link for you guys. And paying for a texture pack, you can do whatever you want with them, just forbidden reselling them or modify and resell. I really don't understand the plot here. If i need textures i go for CGTextures instead , sometimes you have to modify them to fit the overall lightening or add cracks layer or some grunge or rust , this is not stealing, this is basics of working with textures. Wake up
  18. Humm ..... originals Tga size is lot more small , faster to download , and you can modify them (brightness, colors, or change textures as it's allowed from the moment you specify the author on credits).
  19. You just convert normal map to grey and white colors (there is in Gimp colors options), than just add a "colorize" layer with the diffuse texture (seek on google for more info). -------------------- I really hope LE3 once enought complete , in the future to make some global illumination system or similar technique as new key feature ( could it be LE3.2 or any other version )
  20. This is same as other buziness or even on restaurants where you need to adaptat and listen of what clients wait for or do different food from what exists around, and sometimes have some advices from people better experienced doing the same job. http://www.youtube.com/watch?v=0IPMQTfc3_Q
  21. Free and usefull ones http://www.cgchannel.com/2012/04/download-125-custom-zbrush-and-3d-coat-brushes/
  22. I'm not so new to Lua i think, as i also done some games demo on my own, and if he could dig the script i done he would have all he needs as mechanics to have entities id and dealing with them in a simple way http://www.leadwerks.com/werkspace/files/file/524-shootemup-kit/ But i agree it was a fast example on how to easy pass variables, he don't have Lua enought experience as some others to pick up only what he needs. My goal was only to give him directions to not let him blocked, but yes i should avoid helping people new to programming and Lua.
  23. Just declare a global variable on you script or call a function that have player entity as parameter. Pseudo code : function function Collison (entity , ... ) self:DecreasePlayerHealth(entity, 10) end function:DecreasePlayerHealth(playerEntity, number) playerEntity.script.health = entity.script.health - number -- or call a function that player entity script already has playerEntity.script:Decrease(number) end Pseudo code : global variable Script playerFound = nil function Collison (entity , ... ) self.playerFound = entity self:DecreasePlayerHealth(10) end function:DecreasePlayerHealth( number) self.playerFound.script.health = entity.script.health - number -- or call a function that player entity script already has self.playerFound.script:Decrease(number) end I hope it helps.
  24. I have last update of LE3.1 Lua/Steam/Win7. Double click on Models/Railing and some model to view it on model editor i have LE3 editor crashing.
×
×
  • Create New...