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tjheldna

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Everything posted by tjheldna

  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 View full gam
  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
  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.
  14. This is all about smoothing groups. Edge loops aren't for the game ready model. That would be for a high poly model that you bake the normal map onto a low poly one. I had problems with LE importing smoothing groups First in MODO 8 not importing but newer version 11 its working again. I'm also now using Akeytsu for animation in which the groups does not import into Leadwerks. I have to use the model editor calculate angle option which is bad for characters or anything other than simple shapes. Thing is the same models export and smoothing groups come across perfectly in other game engines
  15. tjheldna

    Dwarf Beard

    My latest entry for the Leadwerks Tournament "Dwarf Beard". This entry is really the product of a merge of a lot of work I have done over the many years. The code template I used goes all the way back to my first game created in Leadwerks "Mages Alchemy". The Template has seen many iterations, updates as my skills increased or I just work out a more better way of doing things. For this tournament I've made many new improvements focusing on character controls, AI and handling animations. Making both of those changes has really made the character code manageable and readable which was my fo
  16. Just recieved my Winter Games gear Josh. Thanks, it's awesome!

  17. Shadmar did a leaf/foliage shader which would do what you require I think, with his permission i'll post it.
  18. Check the shader used for your rock material it needs to be set 'groundrocks' or something. You're probably going to need to delete all the billboard textures that were generated too. I'm not in front of LE at the moment so I cant tell you the shader name for sure.
  19. No scaling in animations is not applied in LE unfortunately (although will you can in your modeling program). Only rotate and transform are applied. I've submitted a request for this a while back.
  20. Appologies dad, I thought Newbie was your username at a quick glance . Glad it worked!
  21. Hi Newbie, Thats not shadows, thats your meshes normals all out of shape. There are two things you can do here. Fix the normals in your modeling program, it will be called something like smoothing groups. Or In LE you can edit this also in the model editor->Tools->Calculate Normals. Experiment with the results but I would choose 'Angular Threshold' and play with the angle value. The number you choose will depend on the model. My opinion would be fixing it in your modeling program. I only know Modo so I could only tell you how to do it in that.
  22. The updated Substance Designer baking UI is awesome. Makes a model with hard and soft edges possible without one of the two suffering, results are looking great in LE.

    1. shadmar
    2. tjheldna

      tjheldna

      Will soon for sure.

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