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Everything posted by martyj
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The PickMode is the default behavior for an entity. The other objects that I can select, have a default PickMode as well. I can't actually find a difference in this object compared to other entity objects, except maybe the Collision Type. But the default collision mask is 0, so it shouldn't be checking for that.
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So I have an entity that I'm trying to use the Camera->Pick on. I am picking the entity at the center of the screen, and no matter what I do, it always chooses objects behind the entity that I am looking at. Whether I set closest to true, pick radius to a number, or default of 0. this->camera->Pick(centerOfScreen.x, centerOfScreen.y, pickInfo, 0.0f, false); How should the entity be setup so I can pick it? It's so bad that it will even pick the terrain that's far off in the distance before it even considers the tree.
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Wait, how do we switch to local view?
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Could you give us a picture?
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For your white parts, you need to make sure it uses an opacity shader and make sure the textures use DXT5 for your compression type.
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I purchased the vegetation DLC pack, defiantly worth the money if you ask me. I'd like to modify a few of the trees with a falling animations so when a player cuts them down, they can fall. The problem is the pack only contains an MDL file. It would be nice if the pack allowed us to modify these models. Also what license are these released under?
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If you ever run into any difficulties feel free to send me a message. Web development is about 70% of what I do for a living. On the SSL cert. Make sure the CA that you buy from wasn't on the list rejected by Microsoft. http://www.pcworld.com/article/3017157/security/microsoft-move-to-revoke-trust-in-20-root-certificates-could-wreak-havoc-on-sites.html
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For the people wanting PBR, if you wanted it that bad, couldn't you just write your own shader for it?
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Thanks Shadmar. How did you find out this information btw?
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That example is a fragment shader. Data in OpenGL passes through shaders in the following order: Vertex -> Tessellation Control -> Tessellation Evaluation -> Geometry -> Fragment The vertex shader manages vertex data, the tessellation control, controls how much tessellation is applied. The tessellation evaluation is what performs the tessellation The geometry shader allows modification of the geometry before it is projected to the screen for fragmentation The fragment shader deals with getting pixel colors on the screen.
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Is there any example? I can see how to compile my own shaders. How do I use them though? The documentation on this is slim. I found this. Context::SetShader How do I know what the variables are that are passed to the geometry shader from the tesselation evaluation shader? I can see what I need to set as my output
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I would like the ability to add my own geometry shaders. Similar to the fragment shaders that we can use. The biggest benifit would be the ability to add waves to the water.
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@tournamentdan We don't have access to the geometry shader unfortunatly. It would also be hard to animate a specific tree. If you're doing something that requires that much in depth work on a specific model. I'd recommend just making it an enitty.
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Actually in C++ it looks easy to animate. In class cope VegitationAnimationFrame = 0; In your update loop before rendering. int searchIndex = 2; // Hard coded on the layer you wish to animate VegitationLayer* foundLayer = NULL; list<VegitationLayer*> layers = World->terrain->vegetationlayers for(std::list<VegitationLayer*>::iterator it=layers.begin(), i=0; it != layers.end(); it++, i++) { if(i == searchIndex) { foundLayer = *it; break; } } if(foundLayer != NULL) { Model* model = foundLayer->model; // Animate with the Entity SetAnimationFrame function }
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I am pretty sure we can't animate vegetation. Just with my experience of it. You may be able to find a way to animate all the vegetation at once, but probably not a specific instance. If you can run some code before and after the vegetation render sequence that would change the Model uniform maybe. Are you thinking of an animation for wind?
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I don't want to release my game. I want a way to debug it faster. Without having a major FPS drop.
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When debugging leadwerks in visual studios I see a major framerate drop of 1/3rd to sometimes 1/10th compared to that of a released build. I was wondering is there a way I can speed up debugging in visual studio without throwing more hardware at it? I believe the bottlekneck is graphics related as when I run the game on my work computer it performs even slower than my home machine. My work computer has a 650 TI, my home computer has an AMD Radeon 280x. Has anyone else experienced this? I should mention this only happens with a debugger attached to the process.
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I am in search of a 3D animator to animate some 3d models for me. The things I may need, 3d modeling, skeleton structures, animations. I am willing to pay. Message me on the forum for details.
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If you can't resolve soemthing, even if we can use vegitation for grass and bushes that would be great.
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How will the nav mesh work with this? Will it know to redirect around trees? Is it possible to tie lua scripts to the trees as well? Say you wanted to use the vegitation system to add many player interactable objects. When can we expect this in beta?
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When an entity uses a character controller the physics is always a cylinder. Even if we set the shape problematically. The problem is that the shape is too tall. We should have the ability to add our own shape to a character controller. Another problem is that there is no way to customize the offset. The current position of the cylinder is at 0, 0, 0 for the character. This sets the position to be half of what the shape is. https://i.imgur.com/GjVwC0j.png Notice how the physics shape is in the air compared to the bottom of the box.
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SetDebugPhysicsMode(true) would defiantly help. Thanks.
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That's what I have been assuming. I just can't seem to place this shape accordingly and my model is halfway through the ground. Changing the Y value doesn't seem to change anything.
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I have a model Model::Cylinder. Is this just the drawing? To add physics I would need to add a shape? Shape::Cylinder(x, y, z, pitch, yaw, roll, width, height, depth) Is the x, y, z relative to the center of the shape? How do the x,y,z positions relate to Model::SetPosition? From what I can see, they differ by a factor of 100?
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I found my issue. Apparently the Visual Studio project change what linker dependencies it uses. It no longer uses libovrd. Instead it uses libovr. I found this by comparing a newly created Leadwerks Visual Studio project with that of my current one.
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