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flachdrache

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Everything posted by flachdrache

  1. Well, i think you could actually extract a second lightmap for dynamically switching them e.g. if a lightning strikes or the classic "lightstyles" e.g. wave + flickering lights - however, doing the light setup in the lightmapper, exporting the light positions used (for pointlights in le, doing specular highlights) and generally organizing / sorting parts of a model from a level and its lightmaps ... seams to be a tedious and quit annoying workflow imho.
  2. ^ i didnt knew that the demo/evaluation comes with model exporters :/ but if the hierarchy is correct (?) usually only the script can mess things up ... see the "vehicle_viperscout.lua" sample and verify model hierarchy and extern tires. PS: use an animated model if possible and controll the speed of the animation instead of physic objects which need to be positioned - wouldnt look right on cars and such but for a helicopter it seams to be more fail save imo.
  3. fyi : Its allways better to describe what you like to archive - especially with a bunch of programmers of different backgrounds.
  4. Right - you just get that many workhours from people before it starts to degrade ... that's why "crunchTime" just works for a week or so. anyways, afaik or iirc glsl does not scale with the users hardware just like that - the shader need's to be compiled before execution and to be able to do that the engine needs to agree to a version used. That's not openGL thats shading language 100 (version 1.20.8 or something). If you can override that (by rewriting / implementing another shaderversion) i dont know and only josh might can tell. ps: thats the short and "sick and tired to spell check" version ... hth
  5. You might dont have a idea how awfull that sounds - at first glance it makes me think that you copy some shader code from a random game and are trying to add it to your game ... the way they implemented it in there game ... thats quit confusing, not very much legal and aint getting you there. I most likely would use something like the day/night script shader, load the lense textures + a sun flare, draw the sun flare at the sunPos, get a vector from the screen center to the sunflare and draw the lenses depending on that - then fade the lense texture alpha to full alpha ,if looking at the sunflare ... i dont see a reason to filter these flares however, since the god rays will eat them away and the textures used should be good enough in the first place.
  6. I know some people who make some music, they are not good ... PS: apologies for being nonconstructive
  7. I guess you are alone with this cause its all about how you lay out the structure ... thats loosely implemented (like all releated to weapons) - however, i just load the mesh of a character and a controller which are not parent or child of the model but the loaded phy object is a child of the model and can be picked ... if that pick occurs i wander up and down the parent/child relations to send a hit message to the model (ENTITY_MODEL) which handles the animations etc. for the character mesh. You most likely want to bind collision spheres to "bone" joints and work with pick.filter (handling every pick like i do is pretty bad). At the end i will track every character entity because i dont need to know that a pick occurred but which and where a character got hit by raytracing. hth
  8. Mine`s better. Ps: Thats Le2.31 - I dont know Bmax or current leSdk however ....
  9. Ps : while i got you on the topic Rick - i think i merge some of your lua Pi-scripts with my lua based "engine integration". Is there something you would have liked to add to your integration design but didnt found the time to do so ?! hope you dont mind ... no offense here.
  10. Well, thats what the function name already tells me .... define "cycles through every entity" - define "AABB is in the AABB" - define "the callback" .... i guess you can forget it .... i asked many question on the forum and people simply seam to be unable. I can deal with starters willing to learn but programmers which cant grasp defined context ... well.
  11. "validPointInEntityBBox" is something i`ll try next - fw.camera does have a aabb but seams to inherit its world aabb e.g. i get strange, view dependant results. However, iam not sure about the algo in general - hence the straight question " what is ForEachEntityInAABBDo " .
  12. because it was the most bug free version for a long time (till 2.5), i have all my dynamic entity colliders (from .obj) processed for Le2.31 and i might need to recompile some of my lua libs for luaJIT in 2.5.
  13. Try to Vec3.Zero position/rotation for the bones after positioning the new driver but before parenting them to the bones - in your code something like : positionentity LCalfp,entityposition(Lfoot),1 setbodymass Lfootp,1.0 entitytype Lfootp,1 Lfootp.rotation =Vec3{0,0,0} Lfootp.position =Vec3{0,0,0} entityparent Lfoot,Lfootp Ps : this has to happen in the moment the ragdoll becomes valid (set a animation frame and switch to ragdoll)
  14. I need to write some equivalent for the "ForEachEntityInAABBDo" function in lua - i use Le2.31 and its not exposed in that version but i need to check if the camera bbox is inside the bbox of a teleporter model ... help appreciated.
  15. Iam a gameprogrammer but because iam one of the visual kinds with roots in practical character/world/art design ... writing "logo" is like writing "cheese" ... better you actually define what cheese. If you represent Le3 then i would suggest doing corporate image . Ps: slanderman got a nice intro video .
  16. flachdrache

    Visual Studio

    Well, iam talking business here and thats why i exclude win8 - you do not go for an additional low end renderer and exclude half of the current potential user base. In 2013, windows 8 might be half through the door - atm its not. Wargames sell harware for a market where the money was in 1997. Computergames are grown up, there is not just the average 20+ male gamer anymore, its family entertainment.
  17. flachdrache

    Visual Studio

    That however most likely is because they write dx11+ engines ... even if they would want to support windowsXP - they cant. Actually winXP does not support there games afaik.
  18. flachdrache

    Visual Studio

    I doupt that i will be a source developer ... but 2010 with the option for win7/8 (its 2013 then, right). WinXP is going down just like Win2000 (both good but not supported). Keeping up with the tech is a good thing - if that means that all the helping hands are leading you in the wonderfull world of stupidity however ?! ... and you just cant do that with some of the nice video/gui/sql etc. libs. ... which means you have to rebuild there libs for/with 2010.
  19. Replace the pentacle with an "A" and your well set. A pentacle is just a passage for whatever you call ... usually the spirit of adam & eva, to protect a new born from the evil spirit of lilith which tries to steal & swallow it. It has been drawn on the doorstep to pregnant woman.
  20. There floating bin`s around which might be of newer date but i guess this is some init release of avi2bmp. [edit] : whoops ...
  21. There could be much said about "lua and the c++ paradoxon" ... all i currently can add is, by being used to work with C gamecode in an complete gameDev environment - the whole process of building a game becomes much clearer. Its not for the programmer to have entitys scriptable or for the artist to have 16 classes of enemy types. The result seams to be working quit well as far as i can read - so, its just about making the right decisions while getting the flow right. Looking forward to a "even fast and better looking gameplay experience". In a team i would prefer to work with something like mantisbt.
  22. It seams to be no longer in the download section - if there is no LEBuilder sample which contains the "scene loader utility.cpp" then you might post him about a re-release. Utilitys are most likely included in the gamlib source base too - it does thinks a little different and uses "framewerk" iirc, which doesnt matters for the helper/utillity functions though. Finally the "scripts" folder holds some lua versions like : -- // ... local toStart=string.Explode(moveToStart,",") x=tonumber(toStart[1]) y=tonumber(toStart[2]) z=tonumber(toStart[3]) self.model:SetPosition(Vec3(x,y,z)) ... which uses "," as delimiter which would be faster with a smaller memory footprint imo.
  23. There was a collection of utility functions in the old scene loader sample. You may find those by searching the forum or download the old source. I, however, took this from the utility.cpp from rolands c++ scene loader sample - which might be a better choise because its more up-to-date. TVec3 StringToVec3( const string& s, char delimiter ) { stringstream ss ; ss << s ; TVec3 v ; if( delimiter == ' ' ) ss >> v.X >> v.Y >> v.Z ; else { char d1, d2 ; ss >> v.X >> d1 >> v.Y >> d2 >> v.Z ; } return v ; } hth
  24. Whoooo - finally i can say it ... "midnight salsa" is an incredible stupid name. I would have liked "sox the game .... because you wear them too" better - Congrats on keeping the project release date.
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