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Everything posted by gamecreator
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For more ... "research" ... try Gemcraft (it's free) http://www.newgrounds.com/portal/view/446232
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I had to learn how to do some of this stuff from scratch so it took me a few hours of learning but new tool is uploaded! http://www.leadwerks.com/werkspace/files/file/331-leadwerks-asset-copier/
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Oh wow, that's a great idea! Why didn't I think of that?!! Thank you!
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More specific: I have every single model I own in the Leadwerks, model folder. Dozens of trees, rocks, etc. When I create a world using the editor, I just drag whatever I want to use into it and save the sbx. The sbx references random models that I've used. How do I easily copy those to my project folder?
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Is there a tool that goes through your code and files and copies all of the assets your program uses to a folder? I have a lot of models in my Leadwerks Engine SDK that I've been using in my project and would like to send my project to a friend. I found the easiest way I could find was to open my sbx file, then open each gmf to look at the material files they use, then open each material file to find every dds file they use and one by one copy over everything. Is there a better way out there?
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Look at his other posts (Russian community, etc.). Agreed. He has some valid reasons and he has some reasons we understandably disagree with but they are his regardless. He's set in his ways so let him enjoy it. I'd suggest locking this thread as it's been discussed to its conclusion, I think.
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Reaper2, it's better to start your own thread if it's off-topic to the original. I would suggest downloading and using free Express 2008, from here: http://www.leadwerks.com/werkspace/files/file/215-visual-c-2008-express-edition/
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No one does, perhaps not even Josh. But that was his last estimate, in this blog post.
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Sorry, I meant diffuse only. shader="abstract::mesh_skin_diffuse.vert","abstract::mesh_diffuse.frag"
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From what I remember being discussed in the past, most, if not all of that will be included in Leadwerks3D. If you haven't already, check out Josh's blog. It goes into detail about what he's been working on over the last year and a half or so. There was also a roadmap but it seems to be down.
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Thank you Metatron! I switched it to only bumpmap. Didn't know I had to pay attention to that.
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I have a scene (SBX) with two rock piles in it. If I move my character past the second rock, he turns dark. If I move him to either side, he turns dark. However, if I move him backwards, no matter how far back I take him, he stays light. If this was all that it was, I would figure I may be doing something wrong with the lighting. However, if I remove the far rocks, the character goes dark once he moves past the close rocks instead (not going as far). Here is the SBX: SBX_ASCII_1.0 cameraposition=0.847888529,4.58061934,-5.69059849 camerarotation=34.1999779,3.99999523,-9.82819728e-008 Model { path="light_directional.gmf" position=0.000000000,1.00000000,0.000000000 rotation=45.0000000,34.9999962,3.01372808e-007 scale=1.00000000,1.00000000,1.00000000 id=39837112 "aligntoground"="0" "castshadows"="1" "class"="Model" "collisiontype"="0" "damping"="0.000000000,0.000000000" "friction"="0.000000000,0.000000000" "gravity"="0" "intensity"="1.0000000000000000" "linearoffset"="0.310000002,0.400000006,0.699999988" "mass"="0.00000000000000000" "name"="light_directional_1" "order"="0" "range"="500.00000000000000" "resolution"="2" "shadowdistance"="6.00000000,20.0000000,100.000000" } Model { path="rocks_dark_rocky_pile.gmf" position=0.357377023,6.21382696e-008,3.51670051 rotation=0.000000000,0.000000000,0.000000000 scale=1.00000000,1.00000000,1.00000000 id=101625272 "class"="Model" "name"="pile_1" } Model { path="rocks_dark_rocky_pile.gmf" position=0.357377023,6.21382696e-008,13.51670051 rotation=0.000000000,0.000000000,0.000000000 scale=1.00000000,1.00000000,1.00000000 id=101625372 "class"="Model" "name"="pile_1" } Terrain { altitude=100.000000 resolution=1024 meterspertile=2.00000000 hiddentiles=0 texture0="terrain_forest_grass.dds" bumpmap0="terrain_forest_grassdot3.dds" texturescale0=1.00000000 texturerotation0=0.000000000 triplanarmapping0=0 layercolor0=1.00000000,1.00000000,1.00000000,1.00000000 textureblend0=1.00000000 constraints0=0.000000000,8388610.00,0.000000000,90.0000000 } I also created directional lights in my code before (which created a second shadow) but even if I took that out, the same issue remained. Any thoughts or suggestions? Edit: If I turn off SetAntialias, it results in these (while in the rocks and once past them). The character is glitchy inside the rocks but fine outside - I just realized he's glitchy inside the first set as well. Odd. Could this be a material issue? Here are the materials: texture0="abstract::viking4.dds" blend=0 depthmask=1 overlay=0 zsort=0 cullface=1 castshadows=1 specular=0.1 gloss=0.1 bumpscale=1.1 shader="abstract::mesh_skin_diffuse.vert","abstract::mesh_diffuse_bumpmap_specular.frag" shadowshader="abstract::mesh_shadow_skin.vert" texture0="abstract::helmet.dds" blend=0 depthmask=1 overlay=0 zsort=0 cullface=1 castshadows=1 specular=0.1 gloss=0.1 bumpscale=1.1 shader="abstract::mesh_skin_diffuse.vert","abstract::mesh_diffuse_bumpmap_specular.frag" shadowshader="abstract::mesh_shadow_skin.vert"
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Does Xors3D have documentation? I can't find it. It also doesn't have built-in networking, which Leadwerks3D will have, I believe.
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You can read up on Framework here: http://www.leadwerks.com/wiki/index.php?title=Framework
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The current version is pretty good with lots of options. I also vote for adding physics responsive particles, if possible. Also, I don't know how much of this is particle territory or water territory (or both) but splashes in water when characters run through them (or boats), water hitting rocks and waterfall particles... I know this can all be done manually but automation would be cool. Lavalike or gel-like "oozing" particles. Again, this may be water territory instead.
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Proper character controller that can take physics commands, be repositioned any time without issue and interact with physics objects [1 2 3]. Bonus points if you can optionally constrain it to the 2D plane. I know Aily had to write his own for his game and I'm struggling with mine.
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At a constant rate, ignoring everything? I couldn't imagine it would be very hard but can't blame you for asking (nor would this be the first time I underestimated the difficulty of something, ha ha). x1 += (x2 - x1) / stepsremaining; y1 += (y2 - y1) / stepsremaining; z1 += (z2 - z1) / stepsremaining; Something like that?
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I've purchased from Turbosquid before and plan to again as I do consider them a trusted site but obviously they can be duped too. I expect that you'll get your refund. Please let me know how it turns out.
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Too good to be true may be right. I've searched many times for free models but often I notice copyrighted work as well, or models ripped straight from games. Not saying that's the case here... but it may be. Download and use with caution. Still, thanks for sharing.
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Maybe it's too direct but I'd put a bullet belt in his hand (not sure if that's the right term). I like the art style and I think it's very fitting for a decal, moreso now that he has this mischievous/calculating look in his eyes. I wonder how he'd look colored.
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I think it's safe to guess they don't use physics bodies around the weapons because what happens if there are even just a few frames skipped? Many swings being only a fraction of a second, you might miss the collision check entirely. Your cone idea is probably the way to go.
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Excited for this. Site looks good but I would play with the text colors a bit to match the art better and the background color on the twitter feed is a little sharp. Will there be a free demo to try? When do you expect to release the game?
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That makes sense but it's not immediately intuitive. Thank you.
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This works: GetEntityKey(GetParent(pick.entity),"id") Thank you Rick.
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Is there a way to use GetEntityKey on a picked entity? I've set the key on an entity and can successfully get it back if I ask for it directly, but trying to use CameraPick and the following code GetEntityKey(pick.entity,"id") returns an empty string (NULL?). Am I doing anything wrong or is that not meant to work? (If I do HideEntity(pick.entity) it works fine too so I know I've selected the right entity.)