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Everything posted by Quan
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Try loading the gmf up inside the leadwerks model viewer and see if the material names show up. The main issue I had was the .mat wasn't matching the name of the material inside blender. If this doesn't make any sense, I'll check and post some screenshots of what I mean when I get home.
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Yep, makes sense now and will try it tonight. I still think in Q3radiant and are slowly switching to the blender way of things.
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You do things in blender that seem like magic to me. When doing the bookcase what did you do to go from the cube to the basic shape ?
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Yeah I could see what it was trying to say but I couldn't for the life of me work out how to talk back to it. I messed around with the project settings for a while and got no where with paths. I'll try the new Project Wizard and what Shard posted, thanks.
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I have been using Visual Studio 2010 but I just can't seem to get the paths setup correctly. Everything works but the EXE's endup in the wrong place.
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Can't wait to get home and give this a try, looks amazing. My laptops Mobility Radeon X1600 doesn't really cut it.
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Wow this looks really cool. Is this game being aimed at PSN or Retail release ?
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LINK !, Link is a pointy eared elf freak, there are ( no longer ) any pointy eared elf freaks in my game My years of playing WoW has caused a unhealthy reaction to elves ( Night or Blood ). I don't have my entire world mapped out just the area's which I created for my Neverwinter module like: I did start using Age of Wonders editor to create a map of the world which is what my leadwerks map is based off:
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I am still tinkering away on this, its my procrastination tool when I ever I think of doing something useful for my game ( e.g modeling a main character ). Also a few screen shots of the cloud dome. The clouds slowly move across the sky. I am still working on a good system for changing the sky/cloud/fog/light colour depending on the time of day.
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I find its windows media play that messes up the syncing with large fraps videos. If I play with any other media player it works fine.
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Back before I switch to making a RPG I was creating a space game. This is where I got planet wise. The planets them selfs are huge and are lit by a single light source. Ignore earth in the background though, it had issues after I messed with the lighting.
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Ah, this was the problem, I feel stupid now as I copied from the wrong leadwerks folder. Have to remind myself not to do upgrades 7:15am monday morning. I have noticed a massive drop in FPS when running the debug build of my game when looking at water. From about 30fps down to 10 - 5. On the flip size the non debug compile is much faster at 60 - 90fps on a full outdoor scene. I have made a giant Pachinko simulator with vegetation collisions and a ball
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Heres the simple scene loader code it is breaking on: SuperStrict Framework leadwerks.engine 'To Generate an updated lua-gluefunctions.bmx uncomment the lines tagged [1] 'and comment out the line tagged [2]. Run the code once, then swap back. 'lua-gluefunctions.bmx needs to be inside the App directory. Import "C:\Leadwerks Engine SDK 2.3r3\BMX\Framework\framework.bmx" Import lugi.generator '[1] Include "lua-gluefunctions.bmx" '[2] AppTitle:String = "Basic Example : BMAX + Leadwerks Engine 2.3" GCSetMode(2) 'Register the directory under which the abstract file system will search. RegisterAbstractPath("C:\Leadwerks Engine SDK 2.3r3\") 'Create a Graphics window Graphics(800, 600) AFilter(1) 'Set the anisotropic filter. Range 1-16 'Using AFilter(MaxAFilter()) will use the maximum supported anisotropic filter on your PC 'Adding the line "DrawText ("MaxAFilter = " + MaxAFilter(), 0, 80)" 'after "fw.Render()" will display on screen the maximum supported anisotropic filter. TFilter(1) 'Set trilinear filtering : 0 = off : 1 = on. 'Create a new Framework object. Global fw:TFramework = TFramework.Create() If Not fw RuntimeError "Failed to initialize engine." ------------/ SNIP / ----------------
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You mean to create a new lua-gluefunctions.bmx file ? If so then yes I have made a new version.
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In Blitzmax I get the error: EXCEPTION_PRIV_INSTRUCTION When running any program that calls: Global fw:TFramework = TFramework.Create()
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The dragon looks fantastic and the lip syncing stuff sounds great.
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Leadwerks Soldier Entity- and 3rd-Person Game Scripts
Quan replied to Masterxilo's topic in Showcase
Looks great, downloading now. -
I can't wait to see this, your clouds are much better than what I have come up with so far which is just a sphere with a cloud map applied. I have put my skybox on hold now until this one is ready as I can see myself dumping my project to use something that works in the editor
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This worked I didn't have a paypal account but once created the form switched to English.
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Yep it showing in German, I was going to try and guess it but then couldn't find my country and felt it be best to try and get it into English.
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Nice, there was a few that I couldn't translate the commands properly when I was running though them so it will be good to see where I was going wrong. Thanks again for your effort.
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Yep its a fantasy RPG. 7 years ago it started off as a original fantasy world built as a server module for Neverwinter Nights. Since my server shut down I had been looking for ways to move the world I had created onto a new platform. I tried Neverwinter Nights 2 but just didn't like the massive bloat that game had. I also toyed with the idea of making the world in Oblivion but the tool-set stability got to me in the end. When I got Leadwerks earlier this year it was to build a tactical space combat game but as I started to play with Leadwerks I quickly changed plans to rebuilding my Neverwinter Module as a stand alone singleplayer game. I could finally build the world in a way that it was meant to be explored. If you haven't player Neverwinter it has very small maps. I spent a lot of time making sure these maps flowed on from each other but it still meant you couldn't stand on a hillside and see the vista. Currently I have a draft version of the entire first part of the Neverwinter Module as a single map in leadwerks. The story which I don't want to go into to much here is about racism against non-humans, betrayal of a king, and a prophecy that tells of lurking doom that is about to return. Typical standard fantasy stuff, I don't even pretend to be a good writer but the feedback from my sever was good. Gameplay will be action / adventure based it will be very open but with a story arcs laid out as the main quest. Sort of like how Fallout 3 / Oblivion worked, you can explore at any time then return to the main quest. The story / flow and quests are all planned out from the module its now just a mater of building the game and building brand new assets. As I would like to publish my game I am making everything from scratch. Things are still in the very early stages and I have become a bit obsessed with the day night cycle but progression is going well.
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The rain shader was neat, I liked how it didn't rain under the object. I noticed this in Crysis that some times the walls were leaking inside.
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I find the gimp does the same thing, just a bunch of layers and no image. If anyone knows how to do this without photoshop it will be great.
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Thanks for the reply's, once I get a few more things working I'll post up a new video with it working inside the game. At the moment you can still see the edges of the background skybox if you look up too high. I'll give that a go and see what it looks like. I have been playing around with really dark nights and trying to work it into the game play but I like the idea of the moon illuminating the landscape. It will give the whole scene a surreal look. Btw some more background on the game. Its a fantasy game not set on earth and in fact the moon isn't a moon. The world the game is set on is a moon and it orbits a hot dead world which happens to look like mars at the moment