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tjheldna

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Everything posted by tjheldna

  1. Dragging an entity to the root from a filter docent do anything work. If you delete the filter the entity is in it gets placed back to root as a workaround.
  2. Here is an image where you can clearly see it in the perspective. Grab the numbers from the view ports.
  3. I'm having issues with the box brush when resized large. Turn on view physics in the editor. Create a Box Resize the box larger than 22500cm View in perspective view The collision turns into a wedge shape. The flawed collision follows through to a loaded game too. Not sure if this happens with other shapes too. Cheers
  4. If there was a "dont like this button", id press it... twice!!
  5. The features are nicely executed I like it. I can't seem to add an entity back onto the root node now. Is that by design to have the first level all filters? Also a little suggestion with the filters. It would be nice if you click on an entity in the world the filter expands that contains it. Thanks!
  6. Milkshape was pretty good simple to use and you can animate in it too. I haven't used it in a long time though. http://www.milkshape3d.com/
  7. No worries, would be great to see it back in as it does confirm you skeleton came across properly. Cheers,
  8. Cant seem to find the option to turning this on/off or am I just not looking properly.
  9. tjheldna

    DA 19 weeks in

    Thanks guys! That's your metal shader on the gun btw YouGroove. Unfortunately while in game you don't really get close enough to appreciate it.
  10. tjheldna

    DA 19 weeks in

    19 weeks in and about 5 miles of skype text in which Rick and I have collaborated on this game prototype. Already it’s had is fair share of emotions and emoticons, but has been a privilege and a pleasure none the less. What’s new to DA Gavin character now animates in game. Introduction of AI. Scene interactions with inventory items. Various scene and interior models as well as a few weapon models. A Simple crafting system (combining items to make new items or tool on item). Visiting the documentation again. Where is it all headed? Our main goals at the moment are to go back to documentation and clearly define all aspects of the game and what we require to get the prototype out. We noticed that there are too many grey areas in our ideas and think we need a very clear definition of the features this game will have as this is an ambitious project and we want no surprises. Our second goal is to put together a working prototype for you to download and hopefully get your valuable feedback. Initially we put together a list of requirements needed for this to happen however, we both think it needs more content and things to do in game before we let you have a shot. Thanks for reading!
  11. Just noticed something else.... If you have generated a convex hull and you decide to select 'Polymesh' (which I have done to get around the scaling issue) both the polymesh and the convex hull are visible when you have 'Show Physics' enabled. It's easy to notice this as the polymesh is scaled properly and the convex hull is not.
  12. If the entities in your scene list longer than the view and you want to parent an object which inst on screen, you need to parent it to an object higher on the list.. scroll up parent to another object... scroll up, etc etc until the entity your after is listed on screen. This current method is real clunky, the bigger the scene the more frustrating it becomes. With an entity selected would expect that when your mouse hovers over the top and bottom regions of the list there would be some automatic scrolling of the scene browser. Cheers
  13. With the tests I've done it appears that a convex hull collision mesh will not scale with the model using . Also I cant see a way to remove a convex hull if you need to. Cheers,
  14. On the left is without your SSAO shader on the right is with your SSAO shader. There is clearly way more depth in the scene with your shader. Thank you for your contribution!!
  15. Thanks Shadmar, your work is always appreciated and continue to be amazed at the stuff you do. Love the newish lens flair shader, makes me wish I wasn't making a top down!
  16. tjheldna

    Dead Anyway

    Hi MaybeMe, Thanks for you comments! Love it! We put together a list of requirements we need for a playable prototype for the game. We actually finished this list about a week ago. Looking at what we have accomplished, we came to the conclusion that we need a little more artwork and a few more features before we can let you all have a shot. So, yes we will do a playable prototype to get your valuable feedback and from that we will work out first of all if we have a project that's worth moving forward and if we do, are there any changes? We are really looking forward to this and will keep you updated when we get close. Thanks Again
  17. I use pivots more than I'd use any CSG shape, the method for accessing them is not quickly accessible, pretty sure this has been requested before, maybe by me.
  18. It's reasonably easy to get into max, with a little editing, sorry don't use blender at all so I can't comment on that. In max you can fix the root node on any axis so you can keep a rig centered, maybe there is a comparable feature in Blender? Like I said you still need to edit the **** out of it, but you end up with a much nicer animation. What??? I cant say c r a p?
  19. This has the best selection of motion capture files I've seen for free... https://sites.google.com/a/cgspeed.com/cgspeed/motion-capture/3dsmax-friendly-release-of-cmu-motion-database You still need to clean them up a bit.
  20. I tested the SSAO yesterday, good job! I do get a bit of a halo around some things though, which you mentioned you would look at anyway. Looking forward to more!! =)
  21. Thanks for clarifying that for me josk it is working as expected then. Many Thanks! This can be closed, sorry to waste time.
  22. Pretty sure its a bug. It appears when using Pick in the context below specifying a type. I want to just Pick "Prop" types. local pickInfo = PickInfo() self.mouseCursor = self.mousePointer if self.camera:Pick(mpos.x, mpos.y, pickInfo, .1, true, Collision.Prop) == true then if pickInfo.entity ~= nil then if pickInfo.entity.script ~= nil then local name = pickInfo.entity:GetKeyValue("name") end end end end I've tested with Collision.Prop and Collision.Character and the pick returns true when hit an entity set to "Scene" which I'm sure isn't right. The only time it appears not to pick the entity is if I set the entities collision type to "None". Cheers!
  23. Would be amazing to be able to show/hide terrain squares again like in the 2.5 days.
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