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DaDonik

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Everything posted by DaDonik

  1. I thought that button is located somewhere in the Tools menu... No honestly, i like the look of the editor. Looks easy to navigate and gives us a lot more features than we have right now. Now just release it =)
  2. Wow, that looks so sweet! Looks almost complete....
  3. I agree with Lazlo. It's much cleaner and self explanatory, compared to the drag&drop approach.
  4. That looks pretty nice! Looks like we can have a look at it ourselfs, soon
  5. Has been attempted in the past and failed horribly. Many people with many different ideas and many different backgrounds can't work together over a forum without real meetings and very good project management. Thats why i voted with no.
  6. Looks to me like your stairs are not casting any shadow. In your second screenshot a part of the shadow is red and if you look closer, the red part should be hidden by the stairs shadow. I suggest you double check your material file. It could also be that your stairs mesh normals are flipped and therefore the light shines through.
  7. Omg, i really need LE3. The earlier the better =)
  8. i do know now. I'll sue you to death
  9. I would recommend to use Vue d'Esprit. http://www.e-onsoftw..._esprit/?page=0 There are versions which are affordable (same price as LE) and you can make amazing skyboxes with it. I will make a skybox package sometime next week, when i have the time =)
  10. DaDonik

    Snow Day

    Josh must think we're crazy
  11. ASM is ok if you are writing an engine, but for a game...i guess you would be the only one using it. Even the microchips in todays consumer electronics are written in C, just because it's much faster to write and easier to understand.
  12. DaDonik

    Snow Day

    The sunlight could use a slightly blue tint...
  13. That looks pretty good! Would be nice to see it in action.
  14. Way back in LE version 2.3 Framework was open source. I had a look at the renderer code and found the following comment. // Get average color for HDR exposure // Draw the last stage over the old buffer with alpha blending, for a smooth brightness adjustment That leads me to the suggestion that there is currently no way of adjusting the fade time
  15. Here in Germany it works pretty well and also loads fast. There are no pictures missing. The library looks pretty nice with the shadows around each screenshot
  16. You might be able to use OpenGL functions on that TTexture. Haven't tried this myself, so it's just an idea. There is also the possibility to use an external library to load images and read their pixels. I have used http://www.lonesock.net/soil.html in the past and it worked pretty well.
  17. Well you can animate a texture in two different ways: 1) All your animation frames stored in a single texture. That means you create a plane, use PaintEntity() to texture that plane with your texture and write a shader that changes the UV coordinates of your plane every now and then, so it only displays a single frame of your animation. 2) All your animation frames stored as seperate textures. Also make a plane and use PaintEntity() to texture it with the first animation frame. After a certain time you call PaintEntity() again, but this time you load the next frame of your animation. That goes on until your animation is finished. From what i read, the second approach seems to be much faster. Edit: The spinning crosshair could be done using a plane with a crosshair texture and alphablending. All you need to do is to rotate the plane slowly over time. That way there would be no need for multiple textures and it would be faster and less memory consuming.
  18. The explanation for that is fairly simple. The more pixels of your screen are covered by the emitters particles, the more pixels need to be calculated using alpha blending. Means the pixelshader has to do alpha blending calculations on more pixels -> more shader code to execute -> less performance. I hope that sheds some light on this
  19. Great to see Josh has more backup now. Just make sure that he sleeps enough...we need him a few more years =)
  20. Thats the way i do stuff like this and it's the only way i can think of.
  21. Don't use LE on you windows drive. I had all kinds of issues which resolved themselfs after i moved LE to another HDD/Partition. Everything was fine before i moved to Vista/Win7...so blame Microsoft and not Josh...
  22. DaDonik

    Viewport Navigation

    i can't wait to buy LE3D, let me give you my money now!
  23. That just reflects what i found out while trying to get the engine to work in the first place The safest method would be to place your compiled exe directly in the SDK folder (side to side with the editor.exe).
  24. I have used LE with VS2008 as well as with VS2010, but i never saw an error like that. Apart from the dll's and the .pak you also need the Scripts folder and a noise.dds and wobbledot3.dds. The dds files are located under Materials/Effects. This is the minimal amount of file to get LE running. Note that you will also need the Entities folder located in Models, if you want to load an .sbx file that comes with the engine.
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