|
Re: What's next?
[Re: ello]
#96809
01/10/07 12:19
01/10/07 12:19
|
Joined: Jan 2007
Posts: 1,619 Germany
Scorpion
Serious User
|
Serious User
Joined: Jan 2007
Posts: 1,619
Germany
|
i think decals should come next, they can be used for blood, selections, holes in walls, shadows, also it would possible to add dirt or blood direct to a model without to change the skin. i cant understand why everybody is voting for more textures there are so many in the web, for free. and shadows on terrain would be possible with decals. PS:there is a soft-shadow-shader in the aum if i am not wrong...
Last edited by Scorpion; 01/10/07 12:22.
|
|
|
Re: What's next?
[Re: Scorpion]
#96810
01/10/07 12:30
01/10/07 12:30
|
Joined: Oct 2002
Posts: 8,939 planet.earth
ello
Senior Expert
|
Senior Expert
Joined: Oct 2002
Posts: 8,939
planet.earth
|
Quote:
i cant understand why everybody is voting for more textures there are so many in the web, for free. ...
nope its about using more than 8 texturestages i guess. but again, for what?
|
|
|
Re: Improved collision detection
[Re: PHeMoX]
#96814
01/10/07 14:40
01/10/07 14:40
|
Joined: Oct 2006
Posts: 26
SMichael
Newbie
|
Newbie
Joined: Oct 2006
Posts: 26
|
I mean the normal collision. It is difficult to write the problems the engine has, but I can show you a lot if that was possible.
Last edited by SMichael; 01/10/07 14:41.
|
|
|
Re: Improved collision detection
[Re: SMichael]
#96815
01/10/07 14:53
01/10/07 14:53
|
Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
|
Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
|
Collision problems might be very much related to scripts off course, but at the moment I'm not experiencing much problems with it, except problems caused by my own buggy programming style. The physics engine on the other hand, is somewhat of a different story. Still, it's being worked on, no doubt. Cheers
|
|
|
Re: Improved collision detection
[Re: PHeMoX]
#96816
01/20/07 00:32
01/20/07 00:32
|
Joined: Feb 2005
Posts: 324
laethyn
Senior Member
|
Senior Member
Joined: Feb 2005
Posts: 324
|
I've not updated in some time, so I don't know for certain if this has been implemented or not, but some sort of "target" function would be fantastic.
Something like
view 1stPerson { .... target = player;
} or 1stPerson.target = player;
You get the idea.
This would be absolutely fantastic not only for views, but to point entities at other entities (ex. during combat, you set the player target to the monster, and the player constantly faces the target.
I realize this can be done via vec_to_angle et al. but having a .target handle the angles would be a lifesaver for a lot of people.
Read the manual, it's a good place to start learning ~ ulillillia
|
|
|
|