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DaDonik

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Everything posted by DaDonik

  1. 1) Minor updates (version 2.xx) will be free. I doubt there will be any more updates, because LE3 is coming sometime next year. Buying LE2 now and then upgrade to LE3 will be cheaper than buying LE3 only. 2) You can make any number of games without paying any fee or something. The only thing you have to keep in mind is that you are not allowed to make a game that is completely modable, like e.g a GameMaker.
  2. Renaming the model file and not removing it from your scene will most likely result in a placeholder which can still run the script.This is because the .sbx scene file will still have the information about the model you just renamed. Therefore it can't find the model and maybe uses a pivot or some other placeholder for this. I'm not sure, as i never tried it. I do it the proper way, which is removing it in the editor first, then renaming/deleting the model file. Dunno if i got your question right, don't hesitate to ask again PS: there is no lua debugger in LE2, YOU are the debugger...
  3. There is no way to automatically collect all used files. Normally you know which files you use in your level. I for example just zip my whole "Data" folder and i'm fine.
  4. DaDonik

    Emitter

    The Firepit example does set the world to the transparency world and back to normal after all emitters are created. Looks like you overlooked that Rick =)
  5. Before writing your own noise generator, you could use something like LibNoise. It can do pretty cool stuff, like planets. I haven't really used it apart from the planet example, but i think it's worth a look.
  6. Thanks for uploading these! Will come in very handy when i get my hands on networking
  7. Have you set them on a diet, or why are they only bones? They look good!
  8. I have 805fps without decals and i loose like 30fps with each of the 10 first decals. With 50 decals there are ~200fps left. With 200 decals i have ~50fps left. I tried it two times, once with all decals on the cube and once with all decals on the floor. Both tests had about the same results. On my system there is no additional fps impact when i get closer to the decals.
  9. Use FindChild() on the scene you have loaded. Search for a child named "Terrain" and use EntityShadowMode() on that child. That should work if i remember it correctly.
  10. I started programming with QBasic, then VisualBasic, Delphi and finally C/C++. IMO there is nothing better than C/C++, because of the simple fact that it has more libraries (many of them free) than the other languages i know. Apart from that C/C++ is good for beginners and experts. You can go with C all the way and it will be almost like coding in some Basic language, or you take the object oriented C++ way, or you combine them. Like i said, it's just my personal opinion and there is no way to argue about a personal opinion
  11. DaDonik

    First Blog Post

    I just have to agree with Rick, at least concerning point 1 to 4. Dunno if i hate him for the last part, because i assume he is almost right there.
  12. ryao, you should really not worry about the price. After converting you first model pack you will know what i mean. UU3D is also very handy when it comes to rescaling and positioning models. For example on of the Zombie packs i bought was way off in scale and the models were not positioned at the origin. It was a matter of a few klicks with UU3D to get it perfectly aligned, scaled and exported. Get it and your conversion problems are a thing of the past
  13. Get UU3D. It's the only way i know to solve this. I have some models from TGC myself and i must say that it's really easy to convert them with UU3D.
  14. Nice car Ken! I also like the idea of the mesh deformation using bones. Never thought of that, but it's somehow obvious. Thanks for the idea rick
  15. That looks nice! I'm sure 3DCoat will assist you well in painting this guy
  16. That "ball of lava" there looks pretty cool!
  17. Everyone would think it's Left4DeadWerks I still like Leadwerks Engine 3 the most. Just plain LE3.
  18. Jeah you pretty much need something like a Make2D function which does this once per frame for each body you want to behave like that.
  19. You can use CalcBodyVelocity to calculate the velocity needed to keep your entities on z = 0.0. Just use the current position, set z = 0.0 and then calculate the force. Apply the force the command returns to your body and voila. Edit: LW is lightwave, LE is leadwerks
  20. why not just restarting the game with the new setting applied? I've done that before and i had no issues with it so far. Edit: Ok, never mind, i haven't read the posts properly
  21. DaDonik

    Making a scene

    Thanks for keeping us up to date, Josh! LIke always it sounds very promising and well thought-out.
  22. Thanks for the update Ken!
  23. I know the shader is far from perfect! @Rick: Just open the shaderfile and alter float fNormalStrengthDivider = 8.0; to for example: float fNormalStrengthDivider = 10.0; To ged rid of anything but the outlines, you could just remove everything after line 40. That will also save much performance!
  24. The biggest problem with shadowless lights is the fact that their light goes through otherwise solid objects. So you either set the light range to a very low value to prevent things from looking strange, or you use a very low resolution lightmap. Using lowres lightmaps you now have the problem that it looks strange when you set the light range to a higher value. You just have to play with the lights properties here to figure out what works best for your game environment. Maybe thats some kind of starting point for you to figure out the best settings for your gameplay,
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