I think these models would sell better if they had a few extra animations that you don't often get as standard, such as"climbing and , picking up objects and pushing open doors or double doors.Not just walk,run,attack and die.
Inn most engines the "pro" version" means a lot more advanced features than the indie version. I can't see that happening here as the bias is heavily towards lua.
Good luck though.
In my game I dispensed with tree shadows, but I have several pools of warter which show reflections of trees. Don't know which is most costly but trees without shadows look good when they have water reflections.
When I press the "W" key to move my character forward all buildings and trees in the distance are flickering.
It stops when I get near to them or stop moving;
Anyone know how to solve problem.
I click on start button and wait. After a few seconds I hear background noise and the game goes off as though I had pressed ESC.No crash, no frozen screen.
Below "add" and "remove" I have
desity and seed
nothing visible below that. Is that the checkbox you refer to?
EDIT: Also to the right of the add and remove buttons is a button to set as true or false, but its partly concealed and I can't tell what its for
When I use the fir ( Pine )tree model as a single model it casts a shadow. When I use it in vegetation mode theres no shadow.
Is this a known problem?
EDIT;I refer to the pine tree supplied with le 4
I fixed the diffuse brightness of the trees but now they shimmer badly as my charater moves toward them. ( the leaves I mean )The shimmering stops when close up but the tree trunk is moving as though animated.
Can someone give me a list of correct shaders for veg. Thanks.
Is it possible to make our own vegetation models.A tree I just tried as vegetation came out looking white and far too big.Whts the difference? Am I missing something?
I purchase all my characters and just accept the poly count as it is. arteria3d and dexsoft games mostly claim that their character models are low poly.
JUst check out the animation commands and examples in api referece.if you have the sequence number you only need one further line of code.
in c++
model->SetAnimationFrame(Time::GetCurrent() / 26.0, 1, sequence);