1

(3 replies, posted in Off-Topic)

Lol, welcome back

2

(3 replies, posted in Scripting)

Sweet, so that's the length of two vectors?

3

(3 replies, posted in Scripting)

Hello, is there some way to measure velocity of translating objects?

4

(3 replies, posted in Off-Topic)

Somebody who likes mythbusters?

5

(6 replies, posted in General)

I worked it out.

6

(6 replies, posted in General)

Hey, I made a tree but for some reason the normals or the lightning wont make it. I made uv-maps and materials for everything, flipped the normals, recalculated but still it's dark. Why?

Model: http://www.uploadmb.com/dw.php?id=1379887826

7

(8 replies, posted in General)

Ah ok, I thought you wanted a more pixelated 3D look.

8

(8 replies, posted in General)

Sure, just apply the edge-split modifier in blender.

I dont know much about c++ to be honest, but when I need that plugin for my game I will make it.

So I can replicate what you did in Jules demo if I want to make it through lua?

I also thought about this, it would be great if my camera wouldn't go through objects or house-walls when I came near.

12

(8 replies, posted in General)

First of all, I found out that it was my script who was lowering the performance of my game. Second, who changed my signature???

LOL! Who did??

13

(8 replies, posted in General)

Im on windows, alright. I'll try installing AMD drivers.

14

(8 replies, posted in General)

heartseed wrote:

THat's why too high for characters. THe max Ive heard of is 5000, unless that has been altered in the last few years ? I'm pretty sure that's way too high just for a character . The plant is WAY too much, unless its huge and is 'vital' to your scene/game, such that it needs that many verts. WoW is a very popular game, and its vert counts are very small, and the game still ROCKS ( short of the violence which does not).

and yes,,wow definitely uses what is called 'billboards', which as TD says are textured planes rotated I multiple planes to give the appearance of '3d' as the player moves around them, and usually they look FINE.

Also, to simulate high res you could just use normal maps.

I know standard has less textures  ( short of a shader for that ?) but has shaders, whereas 'fixed' does not because its meant for OLDer GPU's.

Good luck, look fwd to seeing what you've made wink

cu
hs

I see, thanks for the reply wink

15

(8 replies, posted in General)

The plant is a single one and not duplicated, it's just a basic model, we're only testing out.

So 2048 * 2048 lowers performance compared to 1024 * 1024?

Time textures?

16

(8 replies, posted in General)

Hey, in my game I have 5 characters, each have 10000 verts and a  plant which has 30000 (The plant is not meant to have so many verts), however, I also have high resolution textures, I think 2048 * 2048.

When I go standard render and looks to the characters direction the game lags, but when I change to fixed render it goes well. Why, and has it all to do with my drivers to my graphics?

Edit: Sitting on a Samsung NPV335V5C

:: Processor
AMD  A8-4500M APU 1.9 GHz (Up to 2.7 GHz turbo core) <- Not sure what it means.
:: Mainboard
AMD A70M
:: Memory
6144 MB, 4096MB + 2048MB (Samsung), PC3-12800 800MHz
:: Graphics adapter
AMD Radeon HD 7520G + HD 7670M Dual Graphics - 2048 MB, Core: 600 MHz, Memory: 900 MHz, DDR3, 8.944.2.1000, AMD Enduro
:: Display
15.6 inch 16:9, 1366x768 pixel, AUO B156XTN02.1, TN WLED, HD SuperBright LED Display, glossy: no
:: Harddisk
Hitachi Travelstar 5K750 HTS547575A9E384, 750 GB 5400 rpm SATA II, 8MB Cache

Pär

17

(13 replies, posted in Scripting)

It was this one:

Z-axis rotation:

Edit: Just a tweak, http://pastebin.com/p6E1Fp3q

18

(15 replies, posted in Scripting)

It can clearly save time and seems pretty easy to use, I have used lua since christmas and this seems effective. So thanks for the link, I'm sure I will have some use for it. wink

19

(15 replies, posted in Scripting)

Thanks for the long explanation. I think it works, sound like a good idea.

I like the seeing, a big cone. Haha smile

I'm right now making an AI-system, it's the most fun of it all. Right now I'm trying to figure out how to make objects look at certain objects using the Z-angle. Trying to do the math. Gonna keep it up. So thanks for the answer. smile

20

(13 replies, posted in Scripting)

Hi, I'm trying to use that function which you have written (Anael) to make objects look only using Z-angle. but I'm not sure what to put in dir, I put in a vector, when I ran it it says: attempt to index local dir (a number value)

What's up?

21

(16 replies, posted in Showcase)

That's awesome.

22

(6 replies, posted in General)

Nevermind, I worked it out.

23

(6 replies, posted in General)

Hello! I can't export this model into maratis as an mesh. And for some reason my middle-section around the torso two parts have become outlined with a green line. Seems wierd. Somebody who knows how I can undo that? And when I try export as a mesh, I get error messages.

Model: http://www.uploadmb.com/dw.php?id=1379331603

24

(16 replies, posted in Showcase)

How did you import .obj into maratis? I have only been able to import .mesh into maratis. Would you explain how to do it? Or have I misunderstood your first post?

Edit: Because it looks awesome.

25

(9 replies, posted in Showcase)

Thanks Vegas and Alinor. smile Ah, I will look into it next time I make a map.

Cool.