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MikeClarke

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Everything posted by MikeClarke

  1. May be silly a silly question...could we extrude shapes from the terrain mesh in the actual level editor. Just think say I may a 3 square mile location, then I have a center section for a town, could I create brushes and use csg extract to remove the shape from the terrain so I have a hole to place a building in without risking the floor surface intruding through the living room floor.
  2. terrain patching is quite nice, especially if we can make smaller chunks and just connect them together at the seem's smooth out any difference. Also helps cut areas' for building foundations we intend to add later - their are many a work around for this,but it is a nice feature to have.
  3. I wonder if anyone has actually "mastered it". One of the old adages is someone can always do it better. I think even Bjarne Stroustrup will have came across people recreating his works in a more streamline or efficient manner. It took 1 person to invent the wheel, but millions since have improved upon it.
  4. Starwars is a religion to some of its devotees that doesn't make it so. Yes OOP can become extremely complex beyond initial planning and it's not hard for that to occur when you get sidetracked. When I refer to oop i refer to perl & php as that is where my experience generates (Started using perl at 10, switched to php at 15 and been using it for 10years). I think OOP is very powerful, but its easy to get distracted and go into too much depth craving perfection, obviously you can streamline code after it's written and clean up the formatting - despite what many people say I have never seen a 24hr coding session end up with neat code lol If your referring to LE I would go with C++ and just use LUA for initial creation of features, then once your 100% happy with them (or near) covert them to C++
  5. It's not specifically for bullets, this is for my other game idea just testing the feasability of it. It's more like spell tracers etc
  6. This is probably an odd query, I was looking at the viability of my second project idea, which I would love to use LE3 for. So I have 1 query, I dont need a you do it this way, or whatever just a yes/no would be fine. I would be looking to have weapon fire like a particle effect but made from a model (or including a model) that is animated. I would still to using a particle emitter but since their isn't a dedicated particle editor I think using an animated model would do just as good on the gfx quality scale. Thanks Sorry for the billion or so questions this is the last I should have for some time.
  7. Can we get the option for ios instead of ouya
  8. Josh you can if you want, I have an old nokia 8850 kicking about somewhere lol I'll sell it for say 8850
  9. Keep the info coming guys it's greatly appreciated. My original project was ww2 from the British perspective and incorporating the french resistance. This hasn't driven anyone to my door or any real interest from other dev's as such I'm decided whether to switch it up. If I was I do have another game idea in mind that would be a brand new genre all together (so far as i know). I'm looking to finalize my decision by the end of the week as I can't afford to not be making progress or to waste my progress on a project without a future so decisions need to be made fairly quick. So all the information you share is greatly appreciated.
  10. Basically I've been having huge trouble getting anyone remotely interested in my main project, to the point where I am currently reconsidering it entirely, perhaps the people I spoke to don't represent much of the other people out their. I figured I would give it a second shot asking some important questions here and use the information to make a final decision on the project and it's future. Please be brutally honest and expand on your votes. Cheers
  11. He is asking for the upgrade offer as no final bug release was made for le2.5
  12. Surely if your friend had a mac you could "network" to, they have a mac you could lend to compile ur game
  13. Yougroove you quoted it "with a networked Mac providing the build and deployment service." Meaning you need a mac on the network, it just allows you to do it over the network.
  14. I think you missed what i was saying. LE3's level editor by default has 4 viewports, 1x3d, 3x2d. The 3x2d viewports can scale gridsize independently of each other for example vp1 could be 8, vp2 could be 4 and vp3 could be 2. This makes aligning things a nightmare, especially on larger leveling. However, if vp1, vp2 and vp3 where all set to 2, 4 or 8 it would make things simpler - you can select an object on the same axis as your looking to match up to so that you can see the line in the viewport. That just comes down to experience and practice, some people can never see a 3d shape whilst looking at 2d viewports. Its unfortunate but it happens, others can only 2d viewports and visualize the level. Both scaling & moving can be easily done in the 2d viewports, You can position yourself in the 3d viewport to see what you are moving quite easily. Unless you manually have the option to set the 3d viewports gridsize resizing objects in it would snap to any grid, which isn't precise.
  15. Leadwerks 3 FAQ Cont... How do I create a new post Go to the forum you that best describes your post, click 'Start New Post'. How do I hijack a thread In the "reply to this topic" box, post unrelated queries or comments then click "post" Do it... its the LE way
  16. Well a demo that doesn't look v.good can only negatively impact the company. People look at studio demo's and are supposed to go "Woah, I could do that" not "oh, i could of done that 10years ago with excel" etc lol
  17. The line before the 2nd horizontal red line from the top just below the . on your ? I think the issue would be that 3d view doesn't have a grid size to resize onto, each of the viewports have their own grid size that you can adjust so they aren't always locked to the same size. So which grid size would 3d use? Oh the other editors i've used all 3 viewports share the same scale so the 3d viewport would use the same for live modifications through that viewport.
  18. You could just copy the project awaits project entirely, create your new level and just drag in the character/camera etc. That way you have everything, and you can remove what you don't need to just straight replace it.
  19. I don't argue against the use of modelling tools, i support that as well I think their needs to be a compromise between models & csg. For that reason I don't think the csg editor should become a modelling tool but a csg tool entirely. Otherwise you may just use all modelling tools. Moving verts just takes csg to a new level of accuracy. + Saves programmers learning extra software.
  20. Re the uv texture for bsp like I said a visual render but not an unwrap like a modelling program otherwise you may as well use a modelling program since they have more features than the csg editor anyway. For example Display the texture, then show the selected faces and you just drag them to the position you want on the texture. As opposed to unwrapping it - just 1 face at a time. Moving vertice is the old way, its tried & tested. I actually works great I wish I could find some decent samples from my old work but I don't tend to keep it. We could use cubes to create church arches that are far more complex than the current art tool would allow, or that using a sphere boolean would create. By taking time. The vertice move situation comes for adding finer details to a map, so it should be "slow" cos its precise. If you google "call of duty oraco chelm poland" and check the images, that was a map made by Oraco (later got hired by them) it took about 2-3weeks using csg, not boolean but moving vert's. I've yet to see any modern tools creating maps as fast to that quality, especially consider he did it around uni work & classes.I think it was around 40hrs including concept art.
  21. But you need to ask who will develop these "template projects". There is darkness awaits, lcp2 in development. Who is going to do racing, mmo etc. The only people who could make them is the community and they have there own projects and tests. Donating to a project is great and I fully support it - thats why im helping with lcp2 but I couldn't sit and put all my time into churning out templates even if I had the talent (which I admittedly dont) cos I have my own projects to progress with.
  22. This is the first apple device i've ever owned lol I used to be completely anti-mac, anti-windows and just a pure linux lad. Then I started using windows as my main system. I still have no intention of buying a mac for my desk but will probably get an ipad down the line (v.far down it). I was looking at a couple of games last night, graphics seem v.capable so could do some fun things I reckon. Looking more towards platform style but may explore other avenues.
  23. Visual BSP UV Mapping just complicated a simple system, maybe a simple "drag and drop" (wireframe of face) or hold a key and use arrows to position but the simple drag onto brush is v.fast Booleans again doesn't bother me so much, if you can move verts like the old quake editor then you dont need to cut holes to get good edges etc.
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