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tjheldna

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Everything posted by tjheldna

  1. The exact thing happens to me too, however I forgot to report it. The issue has gone through many driver updates. Nvidia card also.
  2. Aren't there defaults for bloom and godrays shaders now in the post folder? pretty sure they are.
  3. Latest Innovations from Allegorithmic. https://www.allegorithmic.com/blog/go-scan-world-photogrammetry-smartphone As this suite gets better and better the future of game texturing is changing. Can we have the future fully integrated please?
  4. Ended up getting a licence, although it's still in it's infancy this program is fantastic and will be using it now for animations.
  5. I tried it out quickly with an exported model; quick rig; and a couple of animations done in Akeytsu and appears it all export nicely. Still quite a few features I haven't looked through yet.
  6. Doesn't look like it imports mocap data just yet, once it does, i'd be interested for sure.
  7. Thanks for all the info guys appreciate it. @Phoenix88 your solution sounds like what I'm after, thank you!
  8. Hi I'm trying to work out how to have separate parts of a character so they can be shown/hidden for clothing changes. In Modo I can: 1) Create a rig assign a mesh to the rig. (Main body) 2) Assign another mesh to the same rig. (Deform able Armour) This in theory would allow me to show/hide the armour mesh. When I export the setup out to fbx and is imported into Leadwerks with both meshes export but, they have been collapsed to a single mesh when viewed in the model editor and when added to the scene. So now I loose that show/hide functionality. Is it possible to export multiple mesh entities with the same skeleton? or in fact know of a better way to handle a modular character?
  9. Looks like it's working again now thanks!
  10. Yeah I requested this a while back, that would be great.
  11. Just did a post about this one with a debug project, It's the same issue.
  12. If you run the project and set a break point in app.cpp where my code starts you will see that Context::GetCurrent()->GetWindow() does not return the newly created window as it did before the update. https://drive.google.com/open?id=0B5DSbhngU7c5amVpbzkwQjdNZzg I went to try out the new GUI system too and ran into this issue around a week ago, but I just put that down to early development.
  13. Since the update my C++ projects no longer work creating a window.... Window *window = Window::Create(windowName, 0, 0, windowWidth, windowHeight, windowFlags); //Create a context context = Context::Create(window); Context *con = Context::GetCurrent(); // Run Debuging... context->window unable to read memory Window *win = con->GetWindow() // <- Returns NULL
  14. tjheldna

    Dino Land

    Dino Land Progress Update: - Rick posted about his advancements in AI, eating and drinking from a too. - Shadmar's new water updated. - Dinosaur Call code animation and sound. - Game time. - Helicopter drop off. - Scoring based on camera position, Scor overlay - Stealth - Crouch - Dino Animations Updated. - Fps Hands With Camera and animation - Photo screenshot rendered with animation
  15. tjheldna

    Dino Land

    Summer Games 2016 Tournament entry by Rick Shadmar and Tim. The purpose of this game is a little different than usual. After a round of discussion we decided to set the game from a documentary point of view. Armed with an SLR camera you go round this uncharted island photographing the wildlife that time forgot. What we have done so far: - Rick posted about his advancements in AI and is implemented in its infancy in this project (Standing, Running away, eating, drinking). - Shadmar's post effects with new water. - Camera zoom with auto focus (using DOF) - Taking photos (shutter, sounds, screen overlays etc) - Two Dinosaurs: Stegosaurus and Triceratops - Vegetation models - Scoring based on camera position - Animations - More foliage - Island collision blocking Still to do: - FPS Hands with Camera (Partially done) - Improvements to the AI (Dinosaur call, wont be detected by character stealth) - Improvements to animations - More level sounds - Stealth - At least one more Dinosaur - Artefact pickups. - Save photos taken
  16. Seems GetMousePosition().z always returns 0 in C++ only. Lua appears to be working, testing out the fps example.
  17. This release adds an assortment of new features. The main feature is a craft-able cabin, which you can walk inside. The cabin still are some areas that need attention(code and model) but it's functional. PLEASE NOTE: DO NOT USE FULLSCREEN MODE FOR THIS BUILD IN THE GAMEPLAYER In the gameplayer navigate to urWorld Click the 'Settings' Tab-> Uncheck 'Fullscreen'. Click to download the July urWorld release. July Update - Cabin Crafting menu page is now select-able. - Craft-able Cabin. Can place the 'construction site' down. The cabin will change color (red/green) pending a suitable location. - Crafting ghost shader that progressively goes opaque as you build your structure. - Open/Close the cabin door. - Tool wear and tear. Now you will need to craft another tool once the tools health runs out. To see how much it has to go there is a progress bar located in the inventory under each item. - Help menu button, located in the bottom RHS - Crafting Window Cabin Icon. - Various new Icons for Inventory item. - Fishing system updates. - GUI item scaling. - Pressing 'ESC' no longer exists the game. Due to not having a menu system as of yet we decided to just make it windowed mode to exit the game for the time being. - New stat HUD icons. There is a definite improvement here but they will be worked on further. - Bug fixes. Hope you enjoy playing this latest release and as usual if you have any comments good or bad. Feel free to do so.
  18. Yes I have experienced this too, it is random and only happens a small percentage of the time. I have no idea what's causing it, but it seems to happen after a world is loaded.
  19. If you have a collision mesh child node exported, and you resize it in the model editor. The collision mesh does not resize.
  20. Think so, you need to make sure all the parents have the 'Dynamic' shadow set for it to check. Shadows will stop at a 'None' child and not check any of it's children after that.
  21. That's heaps better thanks.
  22. Not sure if this is a bug, but I'll put it here anyway. With SSAO set, it renders around the edges of the skybox ruining the illusion of it being a sky. Is there anything that can be done to eliminate that when SSAO is on?
  23. No worries, I think the icon is great, but I think because of the design I think it should be centred. Thanks!
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