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tjheldna

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About tjheldna

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    Advanced Member
  • Birthday 09/20/1978

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    Male
  • Location
    Adelaide Australia

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  1. tjheldna

    Multiple Shadows

    I'm not doing much 3D work at the moment, but all of this development is getting me really excited for when I return.
  2. tjheldna

    What Makes a Good Brand Name?

    I think the name and the logo is....
  3. tjheldna

    What Makes a Good Brand Name?

    TGE = Torque Game Engine =(.
  4. Not sure if this is what your asking? Sorry if not .h enum { kFlag1 1 << 0, kFlag2 1 << 1, kFlag3 1 << 2 }; class Foo { private: long flags; public: Foo(); } .cpp Foo::Foo() { //set some flags flags |= kFlag1 | kFlag2; //remove flag flags &= ~kFlag1; } Foo::Test(long flag) { //check flag is set in variable if(flag & kFlag1) { } //check flag is not set in variable if(!(flag & kFlag1)) { } }
  5. In some ways it's a double edged sword for me and the scaling import fix and relates to a bug post I did ages ago. Problem for me now is I need to scale everything by 100 to compensate and make them the right size. Id much rather the scale work properly like it is now, it just means a bit of extra work in the short term as I want my models scaled properly on import. Once again.... I'm super happy with this. I haven't done much testing as far as this goes but I think there is a picking bug in the editor with the newly imported models (not sure if this is isolated to a newly imported skinned or scaled model). I cant seem to click on a newly imported model in the view ports. I can only select it in the scene graph. I can do more testing tonight if needed, I just ran out of time last night.
  6. As far as my initial tests go, it's perfect. This is great stuff, I'll keep on testing.
  7. Thank you, this is awesome news!
  8. tjheldna

    Leadwerks Phong

    Dont want to go too far off topic but I fixed the 2 modeling issues, thanks for the heads up!
  9. tjheldna

    Leadwerks Phong

    Much appreciated Bolt. So is this something I need to get the guys at Akeytsu to look at? Not sure how that happened to the plats but i'll definately fix it. With the shoe I noticed that a while ago, and I'll fix that at the same time.
  10. I've recently had a break from LE and in coming back, tasks in LE that I had become numb to are now really apparent again. There are a couple of ideas that I think will make the import of models better, flexible and time saving. I've always felt the LE import system has been really good, but missing a few key things which could potentially be overcome. I've tried to give reasoning. Skinned Models don't collapse on import On/Off -> Would be great If I control the import of this feature. For example a piece of armour could be then accessed in code and hidden or something. Set a texture directory path on import -> One I've found that's especially laborious in LE is the amount of time you need to set things up. I might be tweaking an animation -> exporting -> assign materials-> test -> repeat over and over. If a texture is in a different place or named differently than expected your constantly setting it which I don't think I should have to. Maybe the editor needs to store the entity name (because there can be more than one in a model) and it's last known texture directory and name then searches on those values when importing. If it cant find it then it fails. Don't prune bones on import Possibly a bone naming convention on bone to prune Yes/No if zero weights assigned -> On my models i much prefer setting up the mount points for things like weapons armour in the animation program. The only way this is possible is to assign a slight weight to it, this will cause unwanted deformations to the character and feels a little hack. I want to be able to have the freedom of being able to animate a non skinned bone with out a side effect. If you have ever tried to parent a pivot to a bone (prefab) for a mount node on a mesh you will know any further exporting of that model will result in that work being lost. Import Animation Scale On/Off -> I've brought this up before or import setting to turn on off per skinned model. Sometimes you do need to scale a bone just to make things line up properly in game whether it be a pose holding a weapon or a model shrinking. Settings in model editor read from file or preferably model import prefs saved setting in the editor -> Each model has properties assigned and read when imported and remembered. Settings that are set are the ones found in the model editor eg. collision shape to assign, textures etc. Obviously this is all about saving time. Cheers!
  11. tjheldna

    Dwarf Beard

    Thanks for playing carlb, Ha yeah there is no logic associated with ai and doors. I'm going to have to put a raycast on the AI, to get them to stop on an obstacle might do that next. So true, we pretty much did hay! That's why we worked together so well. Thanks guys.
  12. tjheldna

    Dwarf Beard

    Dwarf Beard Developed By BCS for the "Cirque des Jeux" Game Tournament 2018 v0.1.0 Story Crack some Goblin skull and loot hidden treasure as you journey deep into the lairs of fowel creatures In the Realm of Enlil. Notes Demo Only. You can only complete the first level and you are returned to the map. Controls Mouse LMB Attack Hover + LMB + Item/Prop Use/Pickup Keyboard WASD movement Shift (Hold) sprint 1 Debug Collision On/Off 2 Debug Navmesh On/Off 3 Debug Output On/Off View full game
  13. tjheldna

    Dwarf Beard

    Dwarf Beard Developed By BCS for the "Cirque des Jeux" Game Tournament 2018 v0.1.0 Story Crack some Goblin skull and loot hidden treasure as you journey deep into the lairs of fowel creatures In the Realm of Enlil. Notes Demo Only. You can only complete the first level and you are returned to the map. Controls Mouse LMB Attack Hover + LMB + Item/Prop Use/Pickup Keyboard WASD movement Shift (Hold) sprint 1 Debug Collision On/Off 2 Debug Navmesh On/Off 3 Debug Output On/Off
  14. tjheldna

    Zelrio

    Nice job! i'm getting a crash however when I pick up anything it's not random for me, its every time. No error message, game just closes.
  15. tjheldna

    Alpha mask texture

    Look at the campfire texture in urWorld Project. It uses a b/w mask texture to define the ember glow areas. It's not exactly what your after but it's close and you may be able to rework it.
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