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shadmar

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Everything posted by shadmar

  1. DDS compressed textures stay compressed in GPU memory, hence the quality loss. So compressed DDS textures actually uses less memory (they don't decompress ==> ultra fast loading). It's the native texture format to GPUs. PNG and JPG textures would need decompression and mipmap generation on the GPU side and would use up to 8 times more memory.
  2. You can use R8G8B8 format to preserve quality.
  3. I've used http://incompetech.com/music/royalty-free/ Epic section maybe
  4. As Aggror stated, communication was difficult, also most communication was veery async, so timespan between decitions took days instead of seconds if we were all in the same room. So I agree with Mike, it's shallow no doubt, has one monster type, you can kill, and a thin ending, it has menus .. but all in all it's playable (wouldn't call it a game, but a short demo) But I learned alot, so it was totally worth it, for my part. I didn't excpect it to really finish with the pace we had.
  5. Yeah it sank, then there was a couple of world wars.
  6. shadmar

    Mages Alchemy

    Oh really nice going there tjheldna, you're truly awesome artist. Game is looking great by the pictures
  7. Haven't seen that option before. One way is to load the mesh in fw.transparency.world and use blend=solid Or customize shaders.
  8. You could use spatial indexing, like a quadtree or just a database sqlite (which has an r*tree I think for range lookups) (that is if you have thousands of objects).
  9. http://www.leadwerks.com/werkspace/files/file/368-animated-pointlight-caustics/
  10. 22nd september indirectly "admitted" by Josh here : http://www.leadwerks.com/werkspace/topic/5248-summer-over-yet/#entry45999
  11. Yeah, I would have bought ep1 if it was available, but it still isn't in my country.
  12. Yes and no, textures needs to be in dds format. You can play a spritesheet or cycle textures in code feeding the shader each frame. covering the surface of entity or mesh Not sure what you aim at here, projected or UV mapped?
  13. Aye that works. Nice monologoue thread Shad.
  14. Couldn't really locate it in the wiki, just a cpp callback. Does it exist? Edit : Ah found something, testing... http://www.leadwerks.com/werkspace/topic/4544-entitycollisioncallback-in-lua/#entry39974
  15. I added 10 lines to fspcontroller.lua, now I can play the entire lecp level killing zombies in the editor. However no menu,pickups etc., it's just the plain slaughter. Selfcontained lua objects are awesome to work with. :-)
  16. I was educated as a cpp programmer back in the days (1995) and learned oop, but however I haven't maintaned much since then, doing most scriptbased. My remark was at the personal level (maybe not wisly wrote, so for that I'm sorry) no criticism intended to the original work done. I'm sure OOP makes it easier if you're well familiar with the classes and code from the start. For a community game I'd think that maybe a lua game would be simpler for all (and maybe not) I don't really know what most people in here use for creating games. I like lua, I can use CPP, not very good at OOP but I'd like to think I can get around.
  17. Hehe ok thanks There's a console command to cheat, hit F12 and type 'fill' and you get restored on health. (if it stll in, haven't checked)
  18. It's basicly 1x RGBA for mixmap alpha 1x RGBA for mixmp solid Each RGBA channel can hold one texture, use colors to map each texture. In total that's 19 texture slots to display 9 layers with normalmaps. (or 11 without), but it means using textureslot 16 and above which isn't supported by all hardware. In theory you can do upto 16 layers + bumpmaps + mixmap + 4 RGBA maps = 37 textureslots, but not sure any card could read that many, I think there is a limit somewhere. (PS it's displayed on mesh, not a terrain using these textures)
  19. Something for next stage (if it's continued) 1. The assembla site is very useful, but using a googledrive in combination, doesn't work very well, people forget to update from the GD and when the scene.sbx is edited, stuff just vanishes from the scene. This was relly annoying... Keep everything in the SVN. (or commit dummy models so devs see that they need a GD sync) 2. Store player and monster data on the entities (health,ammo, etc..) It's hell to figure out the classes and where to access all data which slows down development (or maybe I'm just too stupid for hardcore oop c++ :-) ) 3. Assets created are really great, the artists are really talented
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