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gamecreator

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Everything posted by gamecreator

  1. Any chance someone can make a simple C version available?
  2. gamecreator

    Procedural Arena

    I like the idea. I was working on something similar, a la Binding of Isaac, originally for the Halloween tournament.
  3. Oh my god that's exactly how I imagined Snoop's life to be! Now I can live the dream!
  4. Those were the most popular requests in the vote.
  5. Though there is only one navmesh per world, I believe you can make multiple worlds, and so as many navmeshes as worlds created. So I'd create a world/navmesh for the trains, world/navmesh for the cars and world/navmesh for the people. In your case it sounds like this will require varying collision meshes (as people can go everywhere and cars can cross tracks). Should be interesting to implement. Note that there will be a major lag when the navmeshes are recalculated (as calculation is slow) so you'll want to do that once the tiles are finished being placed (gameplay will need to stop).
  6. I'd suggest implementing one of Rick's suggestions using the command shadmar linked. That's what I'd do.
  7. Sadly, Leadwerks doesn't have water and vegetation painting available though they seem to be highly requested items. You have to drag trees, brush and grass in one at a time, as you would any other model. I believe someone was working on water some time back but I couldn't find anything in the workshop.
  8. That's the intended behavior. It's a spectral building so you just need to fix the textures to be see-through. Seriously though, double click the model to see if you can make it collidable in the model viewer. Or maybe generate a physics file for it by right-clicking it in the editor. If not, you'll have to draw collision shapes for it, I believe. There should be documentation on this somewhere...
  9. As I said, there was already a thread by cassius that covered this. http://www.leadwerks.com/werkspace/topic/10661-standalone-version/
  10. Both of your questions were already answered in your other thread.
  11. Nice. I don't have a Rift but I'm curious: why doesn't head movement control looking left and right too?
  12. Clever. I like it. I think the function you're then looking for is Camera::Project. It'll give you the screen coordinates of the pivot. If your check is true and the coordinates match the coordinates of the mouse, your mouse is over a navmesh. You can also kind of use World::Pick (with points "before" and "after" your pivot) to get the entity that the navmesh is on. I say kind of because navmeshes aren't exact so your pick line needs to be long enough to cover this. And the longer it is the more of a chance that it'll grab another entity than the one you're looking for. So it's a balancing act. However, you can set collisiontypes so that should help too. I hope that made sense. Let me know if not.
  13. How do you tell if a position is within a navmesh?
  14. Gimmicks catch people's attention. Quality keeps it.
  15. I have a material with a diffuse texture and another grayscale texture, which I'm using as both normal and specular textures. When the shader is just diffuse, the texture looks fine. When I switch it to diffuse+normal+specular, the texture gets dark (same with just diffuse+normal). Is there something else I need to do to correct this? I tried saving the textures with different compression types but nothing changes it so far. There are also strange gray artifacts.
  16. For me it's under My Profile, Edit my Profile button on the top right, Change my photo... button
  17. I'm curious about testing this but how do you access the demos?
  18. Animations are created in your 3D modeling program (via bones). Then you use SetAnimationFrame to animate it in your program. It's a little more complicated with bullets and muzzle flash. Maybe someone can go into detail on that. Also, are you using Lua or C?
  19. In Clot's defense, this could simply be put in a blog post. But it's valuable to engage the community in various ways.
  20. To be completely honest, I don't even follow the code. I just converted whiterabbit's & macklebee's Lua to C.
  21. Why doesn't everyone just post what times they're available here? I think Josh, macklebee, Haydenmango, DerRidda, Rick, Roland Stralberg, Aggror, shadmar, ChrisV and ScrotieFlapWack were the first 10. Evayr was 11th and Patrick Griffiths 12th. But please correct me if you believe that's wrong. There may have been others who removed themselves (or were removed?). Just copy and paste this and put an X next to the times you can make (PST) Saturday, November 8 9am: 12pm: 3pm: 6pm: Sunday, November 9 9am: 12pm: 3pm: 6pm:
  22. That's what we get for not being patient! Ha ha. But I got some use out of it so I'm still pretty content. And I know now that $25 for this is a pretty amazing deal.
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