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DaveLee

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Everything posted by DaveLee

  1. Hey folks, I'm trying to render a screenshot via a LUA script that I saved from last year, but my terrain ends up white like this: Can anyone tell what I'm doing wrong? Here's the script: local width=1920 local height=1200 require("scripts/constants/engine_const") local buffer=CreateBuffer(width,height,BUFFER_COLOR) if buffer==nil then Notify("Failed to create buffer!",1) return end local buffer2=CreateBuffer(width,height,BUFFER_COLOR) if buffer2==nil then Notify("Failed to create buffer!",1) buffer=nil return end SetBuffer(buffer) fw:Render() SetBuffer(buffer2) DrawImage(GetColorBuffer(buffer),0,0,buffer:Width(),buffer:Height()) SetBuffer(BackBuffer()) SaveBuffer(buffer2,"test.png") buffer=nil buffer2=nil
  2. @RVL Thanks! I actually was going for a kind of spotlight that was moving around, as if the helicopter was scanning all over the Zone while changing altitudes. @Roland I was careful to say almost no people. Also, uh, it wasn't "stalkers"! Of course not. They were... "explorers"... cough.
  3. Hello again! Just in time for Halloween, my blog once again rises from the dead. Although I wrapped up the Zone project back in July, I just recently finished a 13 minute HD video tour of the completed project. I may be doing a "behind the scenes" video some time later on if there's interest. For now, welcome to The Zone:
  4. DaveLee

    iWerks

    Great post! I use a dual OSX/Windows 7 Mac Pro at work, and it's a great machine. My only advice is to toss the Mac mouse - everyone hates them!
  5. Thanks for the link! I've been behind on my Polycount browsing, and now I feel inspired.
  6. Hey, some of those files look familiar. I'm really liking the look of the new Editor!
  7. Hey Flexman, try checking all of your SATA cables. I had this happen a few months ago, and it turns out I had broken a tab off of the end of one of my SATA cables which was causing it to twist just slightly in the socket and causing a boot error just like yours.
  8. Aren't they calling it "Minecrack" now due to it sucking time out of people's lives? I know better than to buy it!
  9. To help with Explorer freezing, try this: 1. Open Folder and View options 2. Go to the "View" tab 3. Check the option that says something along the lines of "Run each Explorer window in its own process" 4. Hit Apply I just discovered this, and as far as I can tell giving each Explorer window its own process takes up a little more RAM but helps prevent one window locking the rest up.
  10. I've been following this - fantastic work! This level of quality with such a short deadline is nothing short of impressive.
  11. I think the OP is on to something with his well researched and verbose comment. After all, Leadwerks can render a spiffy pile of junk when you need it to.
  12. Hey Gilmer, under the vegetation object that you would like to edit you can adjust the "LOD Distance" amount to change how close to the camera the LOD takes effect.
  13. 100,000 triangle characters are not needed to make a realistic game. Here is a great looking character model that's only 15-20,000 triangles: http://www.polycount.com/forum/showthread.php?t=74780
  14. Thanks everyone! @Roland: I was the lead artist and the level designer for this project, but all of the natural props (trees, bushes, rocks, etc) were created by Michael Betke along with a few other props like the metal shed, the wooden shipping pallet, and the yellow oil drum. It's tough to come up with an exact figure for the hours invested in this project, but I do know that it was well into the hundreds of hours, and quite a few late nights! I'm not sure what my next project will be or when it will be (I'm actually getting married in a couple of months, so my current project is building a very real-life house), but you may see more of my work in Leadwerks in the future.
  15. I actually like the sky cloud-less like it is now, but you probably want the option of clouds for different situations. Crysis has some excellent examples of how a sky without clouds can still look very realistic thanks to atmospheric perspective.
  16. It’s finally that time — the Zone project is coming to an end. I have really enjoyed working on this project and sharing the progress with you all. Thanks for all of the great critiques and feedback! Today I will be posting images of the last building for the Zone, as well as images of the final level design and some wallpapers at the end of the blog post. To start things off, here is the centerpiece of the forest. This small, dilapidated house was condemned after the Chernobyl accidental and has since fallen into disrepair, but it seems that someone has recently taken shelter here. A small path leads from the military base to the back of the house, or you can reach it by taking what remains of a dirt road from the main highway in the area. I also have a few teaser images of the player start area, the exit/entrance of an underground lab that the player emerges from: And here are some renders of the map border near the road bridge and the edge of the forest: And here is an experiment with emitters in the swamp: I'll leave the rest of the map open for you to explore for yourself at a later date, but I'll wrap things up with 13 1920x1200 wallpapers which you can see below and download from here: http://www.davelee3d.com/downloads/leadwerks/TheZone_Leadwerks_Wallpapers.7z (7-zip is recommended for unzipping) Thanks for reading! - Dave This blog has also been listed on the website GameDevBlogs, where you can find other game related blogs with a lot of great info and behind the scenes material. Be sure to check it out!
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