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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. I think the name and the logo is....
  3. 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)) { } }
  4. 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 skinne
  5. As far as my initial tests go, it's perfect. This is great stuff, I'll keep on testing.
  6. Dont want to go too far off topic but I fixed the 2 modeling issues, thanks for the heads up!
  7. 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.
  8. 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 tex
  9. 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.
  10. 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
  11. 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 gam
  12. 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.
  13. 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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