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flachdrache

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About flachdrache

  • Rank
    Advanced Member
  • Birthday 07/19/1974

Profile Information

  • Gender
    Male
  • Location
    Deutschland
  • Interests
    visual art , good music and nice storys
  1. random prototype, mods and insights ... hey, a 10years stalker ;)

    1. flachdrache
    2. Josh

      Josh

      Get out of here, stalker!!!

    3. flachdrache

      flachdrache

      I actually tried to join duty, instead of the usual freedoms, in the misery mod iirc - big mistake :) ... if they ever merge clear sky with the mutants from oblivion lost I might give it another round.

  2. What i did this week ... just a shelf ;)

    1. Show previous comments  1 more
    2. Einlander

      Einlander

      they forgot the left4dead door issues, What if someone spams the or open and shut and stops a person? what if my ping is too high and the door takes forever to open or it immediately shuts when i open it, what if an immovable prop stops the door from operating.

    3. flachdrache

      flachdrache

      Prediction ?! :D

    4. flachdrache

      flachdrache

      I don't believe however the designers missed or ignored such issue - I think its more like added value even if annoying. In pray I think the doors are nonColliders, all the time, and are just triggered if a player/object is in range. It could be handled better but not much in terms of a 'fail save' implementation.

  3. Just posted "3dTile Editor" preview ...

    1. Show previous comments  4 more
    2. Josh

      Josh

      This is very cool. What is the soundtrack? I heard a lot of this kind of music at Steam Dev Days.

    3. flachdrache

      flachdrache

      Well, I save the sbx mapfile and a 'navGrid' version with a build time of around 40 minutes ... the lab areas are highly inspired by system shock with a gameplay comparable to diablo.

    4. flachdrache

      flachdrache

      The music is license free from within YouTube's video editor ... it simply does fit the high tech style. :D

  4. more classic gameplay mechanics ... http://www.youtube.com/watch?v=TMnXmTaEMvw

    1. Show previous comments  1 more
    2. shadmar

      shadmar

      looks good, LE2 I guess? The firepit gave it away :)

    3. flachdrache

      flachdrache

      Of course - in Leadwerks 3x this might be way easier ... but you don't switch engines in the middle of a project.

    4. flachdrache

      flachdrache

      However this makes it not possible for me to help the Leadwerks 3x werkers ATM.

  5. Well, that might was poorly worded - rick suggests pure object orientation with the camera being an object, the "only" other option would be self aware/containing objects ( with a own camera using disable old/ enable new ). Now, in le2 framework I "must" use the later because the ears ( listener ) are at the main cameras position "always" - fobaring positional audio e.g. light humming etc ... that's was what I wanted to point out - if you want to have it extensible ... or as a base etc. for beginner : sorry'bout all the "" ... le2 programmer know ( or should remember ) all the little issues we had ... and still have tbh.
  6. another iteration just started ...

  7. Le2 framework has its listener bound to the main camera which made it difficult iirc - you don't get any sound issues with positional audio ?
  8. That's correct - its just about interaction and defining rules. The mover just follows a path along an origin = the axis center point. The mover does not need collisions because the lift comes in as complete, extern, model with parent child relation. However - You ask for and josh suggests so called "brush models" ... which is valid too. PS: such mover is just a point in space like 1x1 or how small you can go ... but in such case the extern model needs to be positioned to such point correctly and might have an offset.
  9. PS: keep going - you just missing the background course your younger .. I pretty much rebuild all this basic functionality based on what I learned from quake2 ... and hammer is based on quake functionality AFAIK.
  10. Traditionally this is done by just moving one, non collider, brush along an origin - the lift etc. is then added as a sub model e.g. the model itself which does contain collision's.
  11. You could use ambient GI cubemaps as additional approximation for static geometry too. Just light maps often fight specular highlights sadly ...
  12. The old way is to draw models two times with one being slightly larger, black and with inverted normals - making it a hull but that just used to be for character models.
  13. Well its a depth based shader AFAIK and has been (tried) done before but the terrain was too smooth to look good. Some user might revive it, if you status update for it ... but tbh its well known and there are free and legal versions 'out there'. However I am not familiar with current state of post processing and the foliage seams to be a 'special case' e.g. second pass render.
  14. and really ... people should know to differ good from not good.
  15. ... ripping assets from games is the new pop - i post a link to every such stolen content to the support/publisher of the game in question ! very few offer free/legal content with good quality tbh ... might good to go.
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