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Zephir62

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About Zephir62

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  1. Oh deer, SANTA IS DEAD!! Join hundreds of other live players at the North Pole, you must slay everyone else to become the Last-Santa-Standing. Available now, free-to-play, during our exclusive holiday Battle-Royale event: Long Live Santa! Download the game today : http://store.steampowered.com/app/763410/Long_Live_Santa/ ==================================================================== Hello My name is Matt Olick, and I am the Technical Artist behind Doborog Games. This holiday we decided to create a multiplayer prototype, called "Long Live Santa!", to test online functionality for our main IP, 'Clone Drone in the Danger Zone'. I would love your feedback on the game Performance on your low-end machine is awful? Run into any bugs or situations that spoiled the moment? Did you become roadkill to Santa riding a reindeer? I need to know! ~
  2. Jon and his team have created a very fast, true voxel engine with ray-tracing from the ground up.   Full Article:   http://www.mmorpg.com/showFeature.cfm/feature/8959/Garrett-Fuller-Whats-Next-for-Mark-Kern.html   Their website, you can subscribe to get on a weekly mailing list: http://www.mek-entertainment.com/   ~~ Another raytraced voxel engine is called 'Staxel', from a couple employees who left Chucklefish Games / Starbound. You can see more here : http://playstaxel.com/ ~~      What is occuring? It appears a new rendering format, Raytracing, is becoming plausible for hardware in the near future. Voxels and Octrees appear to be the key to making things work - I imagine a movement coming in gaming akin to the pixel 2D graphics of 80's and 90's gaming. Eventually, Octrees will no longer be the fundamental key, and as such perhaps triangles will resume their importance in a raytraced format.   This seems exciting!
  3. Sigh. More problems, if anyone is willing to help. on(release) { _global.Val1 = parseInt(input.text); _global.Val2 = parseInt(sum.text); if(parseInt(_global.Val2) < 408) { _global.Val1 = 0.206 / (parseInt(_global.Val2) - 99); } sum.text=parseInt(_global.Val2); input.text=parseInt(_global.Val1); } Val1 returns 0 every time(as long as Val2 is under 408). Any clues? [Edited by - Zephir62 on February 27, 2007 9:23:42 PM]
  4. I got it working! The problem actually lied in the fact I wasn't setting Val1 and 2 as global variables. The only problem I have now is that whenever I click the button to calculate the sum of the equations, the amount doesn't update in the dynamic text box unless I debug the variables. Is there any way through actionscript to update the text box when I click the button to solve the equation? Edit: Looks like a lot less is working than I thought. on(release) { if(_global.Val1 > 1500) { _global.Val2 = 2894 / (1 + 259 * (Math.E * Math.exp(parseInt(_global.Val1) * -0.0025))); } else { _global.Val2 = 0.206 * Number(_global.Val1) + 99 } } Val2 always seems to come out as 100.03 - not to mention it doesn't update the dynamic text field as I said earlier. sigh
  5. Alright, so I have this on a button - Val1 is an input variable and Val2 is the result variable based upon Val1 and the equations.. on(release) { if(Val1 > 1500) { Val2 = 2894 / (Number(1) + Number(259) * (Math.E Math.exp(Val1 * -0.0025))); } else { Val2 = 0.206 * Number(Val1) + Number(99) } } And I get these errors! **Error** Scene=Scene 1, layer=Layer 5, frame=1:Line 3: ')' expected Val2 = 2894 / (Number(1) + Number(259) * (Math.E Math.exp(Val1 * -0.0025))); **Error** Scene=Scene 1, layer=Layer 5, frame=1:Line 5: 'else' encountered without matching 'if' else { **Error** Scene=Scene 1, layer=Layer 5, frame=1:Line 8: Unexpected '}' encountered } Total ActionScript Errors: 3 Reported Errors: 3 By removing Math.exp (is there an easier way to do exponents in actionscript?) I get this error: **Error** Scene=Scene 1, layer=Layer 5, frame=1:Line 3: A function call on a non-function was attempted. Val2 = 2894 / (Number(1) + Number(259) * (Math.E (Val1 * -0.0025))); Removing Math.E(which is Euler's Constant) I get no errors but the calculation comes out to NaN(not a number) - this is obviously because the equation is broken without a preceding numeral to the exponent. Bah! I hope someone can help, I've been stuck on this for 3 hours now. Edit: I've deduced that the problem lies within the Number() function. If I do a simple action such as: on(release) { Val2 = Number(Val1) + Number(2) } I recieve a NaN once again. More edits: With: Val2 = number(2) as the base equation I get a successful return for 2 as Val2. With: Val2 = number(Val1) I get an NaN for Val2... Hmm Even more edits: on(release) { var Val1 = 5; Val2 = Number(Val1) + Number(1) } This works fine and I get a return of 6 for Val2... but I want Val1 to be input-able! [Edited by - Zephir62 on February 25, 2007 5:00:29 AM]
  6. http://paulneale.com/tutorials/trippleIKLeg.htm The one below is a little more complex and you have to figure it out yourself - it might take you a day of looking at what he did and fiddling around to get your arm rig working just like his. http://paulneale.com/tutorials/armRig.htm If you have any troubles with the above ones, just ask. I'll help you the best I can. The above tutorials are probably the best things you can find for trespassing the beginner to intermediate barrier in 3DS Max rigging.
  7. Zephir62

    Creating emotional characters..

    I used to experience emotions like that after finishing a damn good game. Not too much any more - games have gotten increasingly shallow in recent years. This is due to the fact that games portray the main character as, well, you and has no distinct personality other than, well.. you. In a game where you are playing as your own character, even customized by you, this severely limits plot and emotional attachment in the sense of what you find in movies and older, more traditional games where the plots are subjected upon you as an 'observer'. On the other hand.. Today's games have yet to utilize the potential of such a system in the aspect of deeper emotional attachment and a more engrossing plot. As you become the character that you defined yourself, you have the chance to find personal meaning and motivation in solving a plot, personal liking and disliking of characters as to how they interact with you. To not sway players away though you'd have to give personal freedom - after all, you are the person in the game. In games where you are the main character, we enter the era of personal choice in gaming. Strict linearity in such a perspective only ruins the suspension of disbelief. If you hate the bitch you're traveling with to solve a quest, you shouldn't have to. Normally in an older traditional RPG that bitch would have to stay with you because the actual main character wanted to stay with them - even if you didn't want to.
  8. Lock the parent bone from moving? If you're using 3DS Max - Select the parent bone. Under the "Hierarchy" tab (to the left of the "motion" tab), click on the 'Link Info' button at the very top of this tab. Under the 'Move:' section you will find 3 check boxes for the coordinates X, Y, and Z. Check all three and your parent bone will be locked in place but still rotatable/scalable. To move it again, uncheck these boxes.
  9. Zephir62

    Females in Programming??

    Can I get your number?
  10. Zephir62

    Hair

    Alright, I'm sure this question gets asked a lot but the search function for the Gamedev forums wasn't very.. useful. Anyway, if anyone can give any pointers or link me to some great tutorials for making realistic 3D hair easy, that'd be awesome, thanks!
  11. Zephir62

    Hours to Build Model

    Quote:Original post by Professor420 single artist The OP did not mention how many people were to produce the model, so I assumed multipul people would work on it. The average Jack-of-all-trades isn't too great or extremely efficient at what they do in my experience
  12. Zephir62

    Hours to Build Model

    I think you all are over-estimating a lot. I can build an entire 2000+ poly character and refine it in barely more than 2 hours, and I've only been working with 3D Art for less than 5 years. A tank would most likely require less refining than you'd think considering it's general shape, and with any professional it would take less than 2, maybe 20 minutes to unwrap it(again, think of it's shape), and texturing it might take another 2 hours max. It would only take more than 6 or so hours if the people in question were beginners in a sense to vehicle modelling.
  13. Zephir62

    Hours to Build Model

    2-4 hours. Depends on how much the person knows what they're doing and how fast they can get the job done. Basically, they know what they're doing from experience of making similar models before, and how fast they can get the job done lies in their talent of being able to visualize in their head how to get the job done in the first place.
  14. Zephir62

    Need some 3DS Max help

    Adaptive Degradation is not on.
  15. Zephir62

    Need some 3DS Max help

    Apparently I loaded up my copy of 3DS Max 8 this morning and some preference option must have been changed(maybe a shortcut key?). Whenever I zoom, rotate, or pan, the models in the viewport are not rendered and only their bounding box appears. It's very frustrating to work on a model like this, so if anyone could help, thanks :)
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