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flachdrache

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Everything posted by flachdrache

  1. 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.
  2. 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 ?
  3. 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.
  4. 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.
  5. 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.
  6. You could use ambient GI cubemaps as additional approximation for static geometry too. Just light maps often fight specular highlights sadly ...
  7. 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.
  8. 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.
  9. and really ... people should know to differ good from not good.
  10. ... 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.
  11. stealing - like everybody else. ;d
  12. OK - such a list I meant ( GPU specs ) ...'http://www.leadwerks.com/werkspace/topic/8034-steam-wont-launch-leadwerks/'.
  13. Doupts here too but you'll better check driver release notes on Win-vista+ ,for your card, on nvidiaCom.
  14. All levels can't be big an blocky like HL. should not but must still ... you cant expect that random sticks and stones do give you a desired result i am afraid. Navmesh extractors aint that good (currently afaik). Thats an issue i had with eki one and tree models ... and clouds of navmesh in the leaves:d. Rather pointless to build AI without a final map if you ask me. For "Le3" i think it would be good to suggest josh - to have a special material for CSG which can be used to block-out your level. Its nothing more then a collider for your AI agents at the end and details just slowing and bugging the navmesh extractor. Having ai-collider materials is what q3a uses for its area-awareness-system. PS: not just an id fanboy - the terrain in my xna engine used a terrain processor with a virtual material ( no texture ) for its collision mesh too.
  15. Actually - we had 5,6 topics about that including staircase issues, how to deal with lod if the AI needs to update etc. - however, those might got overlooked
  16. There always used to be better, free alternatives to the "standard" - don't recall the name though ... however, if you skim through the 3.x forum over at pixologic (the older, mate painting topics) you'll see that this was always possible with zbrush.
  17. #all other, including jiggly boobs, were possible with le2.x - I see no reason why it couldn't be done in le3 too.
  18. No, no - I am a fan of this ... however Self shadow bump map - usually a height map gets ray marched or texture3d is used e.g. might be a user case PRT - same e.g. user case GI and physics - currently the holy grail of high end engines ... for a reason ( toasting client pc`s ) Reflections - all tech has different tradeoffs ... usually projection is "enough"
  19. there are two feature sets in game design - engine features (build ins) and style features (which often depends on taste, generation, genre) ... people here usually go down a list of requests to determine if possible or not but posting snippets, to be implemented, from you tube is just hilarious.
  20. PS ... well the outliner for model meshes and materials ( the two tree view windows ) is what you might use the most - right mouse button for those e.g. merge selected faces into a new mesh group.
  21. Basically 2 sets of tools - one for 3d models and one for 2d e.g. uvw mapping ... the rest is edges, vertices and faces you use the tool with. Learn the shortcuts like r, f, p for 3d window navigation and u to switch to UV window. Setting up the side pannels to show the tools you'll need also helps e.g. draw style ( flat, smooth with texture or not etc), scale, move etc. etc.
  22. Hmmm, thinking about it it might be possible that I had the editor open in the background ( with its own Lua state ) and I might simply forgot to run stand alone ... getting a little paranoid.
  23. Beside the driver issue with 2.5x I had a very strange behavior lately. I created a portal mirror ( like the q3a one ) - I create a camera on surface ( its a plane ) which is looking from a orgin towards a target ( works as mirror and portal cam ). I need to switch main camera with a portal camera because of the listener ( which would be re positioned if I just would move it in framework )... plus I have a camera render buffer to paint the camera image on surface. The buffer is local to object and created like CreateBuffer(..., 1+2+4) iirc. I had no issues with that - I changed to only use color buffer. Yesterday it failed because of that ... so, how can such ever happen ? Please note - the issue is not that I messed up my code - the issue is that the engine doesn't realized the fact. Does structures be keept in memory even if the host gets "destroid" ? How to clean/overwrite memory ( and that is hilarious ) if such can possible be the case ?
  24. Hmmm - to that point we are pretty much even in progress I like however that we differ in game design ( I use small terrains with local hubs and a pretty nasty environment ). If its not a completely dead world I suggest to use some events as eye opener like distant jets passing, stars falling ( guess you know what I mean ) etc. The little rockwall looks out of place and I had the intention that 2.5 is capable of vertex painting the road ... they look to clean IMHO. Looking forward to see your ai - I didn't even really started . congrats so fahr - quit an archivement
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