Lol, welcome back
2 2013-09-23 18:07:54
Re: Velocity (3 replies, posted in Scripting)
Sweet, so that's the length of two vectors?
3 2013-09-23 17:34:55
Topic: Velocity (3 replies, posted in Scripting)
Hello, is there some way to measure velocity of translating objects?
4 2013-09-23 16:47:33
Topic: Mythbusters (3 replies, posted in Off-Topic)
Somebody who likes mythbusters?
6 2013-09-22 22:15:42
Re: Model trouble (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?
7 2013-09-21 09:57:00
Re: MIP Mapping (8 replies, posted in General)
Ah ok, I thought you wanted a more pixelated 3D look.
8 2013-09-20 22:33:34
Re: MIP Mapping (8 replies, posted in General)
Sure, just apply the edge-split modifier in blender.
9 2013-09-20 20:38:23
Re: Collision and camera in plugins question? (10 replies, posted in General)
I dont know much about c++ to be honest, but when I need that plugin for my game I will make it.
10 2013-09-20 14:30:44
Re: Collision and camera in plugins question? (10 replies, posted in General)
So I can replicate what you did in Jules demo if I want to make it through lua?
11 2013-09-20 00:05:38
Re: Collision and camera in plugins question? (10 replies, posted in General)
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 2013-09-19 23:57:11
Re: Poor performance (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 2013-09-19 10:35:03
Re: Poor performance (8 replies, posted in General)
Im on windows, alright. I'll try installing AMD drivers.
14 2013-09-18 21:50:02
Re: Poor performance (8 replies, posted in General)
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
cu
hs
I see, thanks for the reply
15 2013-09-18 21:48:19
Re: Poor performance (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 2013-09-18 21:11:30
Topic: Poor performance (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
18 2013-09-17 19:39:53
Re: Some basics. (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.
19 2013-09-17 15:01:59
Re: Some basics. (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
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.
20 2013-09-17 11:00:57
Re: look at / distance (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 2013-09-17 10:58:18
Re: Tutorial Doctor's Maratis Showcase: (16 replies, posted in Showcase)
That's awesome.
23 2013-09-16 11:47:15
Topic: Model trouble (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.
24 2013-09-16 11:27:30
Re: Tutorial Doctor's Maratis Showcase: (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 2013-04-26 20:20:48
Re: Third game: Poor Devil (9 replies, posted in Showcase)
Thanks Vegas and Alinor. Ah, I will look into it next time I make a map.
Cool.