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VeTaL

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Everything posted by VeTaL

  1. VeTaL

    phy-files

    //set all of your settings for position, rotation, scale Okay, but how can i get size of my tower? How can i know, if it is 1;2;1, or 2;7;2 ?
  2. VeTaL

    phy-files

    When i select "convex hull" or "collision tree", the string of path is active, but when i select "box", its not active.
  3. VeTaL

    phy-files

    but position, rotation and scale fields are not editable.
  4. VeTaL

    phy-files

    I have a model of the tower, i dont want to make convex hull phys-body for it, i just want box phys-body. But how can i make it? If i select Box in PhyGen, i got only a small box, but i want a box with the size of tower.
  5. Thanks, macklebee, you are fast with answer, as always
  6. When i try TModel fuselage = LoadModel("abstract::oildrum.gmf"); PositionEntity(fuselage,Vec3(-225,26,-279));//координаты машинки RotateEntity(fuselage,Vec3(0.0,-27.0,0)); EntityType(fuselage, 2); SetBodyMass(fuselage, 10); TVehicle car = CreateVehicle(fuselage); oildrum creates and falls down with physics. But when i try to load LoadModel("abstract::mclarenf1.gmf"); or even LoadModel("abstract::vehicle_monstertruck.gmf"); the car don't effected by physics: entity just stand on its place and even fall down on the ground.
  7. I got some shadow problems: shadow is wrong on some polygons, where vertices are far from each other. Its looking like polygon is affected by another light source. Modeller cheacker normals - they are good, also, there is only one light source on the scene.
  8. Good question: i also want to purchase a copy, before price didnt jump to $50
  9. Thanks, Roland, now i understand, what precompiled header is using for
  10. I still have "trial time expired" error even as i redownloaded PureLight.
  11. VeTaL

    Day 1

    Great day
  12. Yep, i also thought about this... Looking like, calling script from other object or moving it to Scripts/Start folder is the best solution. I'm just curious, if there is more simple method: instead of calling main script from other object, maybe, it would be better just to RunScript("filename.lua");
  13. Okay, if i want to launch entity's code, i may just put LUA code in the file with the same name, as mesh (environment_atmosphere.gmf and environment_atmosphere.lua). But how can i run general script, for example, driver.lua or fpscontroller.lua from C++ project? Well, i understand that i can rewrite that script in C++ syntax, that's not a problem. I'm just interested, how to launch them. (First idea is to create empty mesh and name it like script, but its looking little stupid )
  14. Nice question about terrain. Still cant launch pureLIGHT under WinXP: got error "evaluation trial copy has expired"
  15. Hope you're right: have the same problem... i hope, tomorrow it would work
  16. 13-15-20 fps Antialiasing eats 0.5-1 fps. Bloom eats 1-2 fps. Wireframe ups fps to 30 (this is not useable info, but.. ) HDR eats also 1-2 fps. SSAO eats about 5 fps (they drop down till 10) I think, C++ variant would work faster. Config: notebook with Intel Core2 Duo T7500@2.20Ghz, 2 Gb memory, GeForce 8600M. PS: that error was because i placed your project on the worktable... when i moved it to disc C:, it started ok.
  17. I mean, i want a component, where final user would be able to create dynamically some sort of diagrams, and i can control it (count, how many diagram elements there are, how they are connected and which data was added by user). http://live.gnome.org/Dia/Examples?action=AttachFile&do=get&target=VictorStinnerAutotools.png - this is very close, thanks
  18. Your demo dont started. Craches right after pressing Launch button.
  19. Btw, is someone saw a component or lib, that allows creation of diagram (not UML. but not far from it)? For example, user may click on the workspace and one box would appear, then he clicks twice and another box would appear, then he can connect them with line, move and resize boxes and finally get a chain like graph of all connected boxes?
  20. Ah, looking like i'm not the first one to ask about this in last time
  21. I found old demo: http://forum.leadwerks.com/viewtopic.php?f=32&t=1370 Also, as i remember, Julio worked with destructible objects two years old... didnt anybody knows, what is the progress now?
  22. I think i can use fact, that center of the trigger is map center. So, in another words, i can just check [if ((player.x < radius) && (player.x > -radius) && (player.y < radius) && player.y > -radius))] Looking like it would be the fastest solution, but it would be square, not sircle.
  23. I'm in, also have 3 different machines: old PC, new PC and notebook.
  24. I'm very glad that you liked them, but they are not mine lessons This is monthly magazine of 3dgamestudio, called AUM, i also had learned by those tutorials and i found them very usefull, so i decided to share links now If Naughty Alien's algorithm is close to algorithm from tutorials (i think so because of his phrase "calculations are done during grid generation", but i'm not sure), then it doesnt use neither GPU nor CPU during gameplay. Short summary of those tutorials: 1) first, before game launched a special script runs and creates a large matrix, which consists of paths from each node to each node, this matrix saved to file (it can take some time, but no matter for end user). 2) then, when game started, user just requests "how can i get from node A to node X?" and engine looks into matrix and get only one variable from matrix (this is all work of CPU) and answers "matrix says that you can get from node A to node X through node G, H and L". Thats all, but, as i said, i'm not sure that Naughty Alien use the same algorithm, but anyway, its very usefull.
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