Search found 1113 matches

Search found 1113 matches Page 5 of 112
by Duion
Wed Sep 12, 2018 12:52 am
Forum: Beginner
Topic: I need support
Replies: 8
Views: 665
To get support you need to actually tell us what you need support for.
by Duion
Tue Sep 11, 2018 12:38 pm
Forum: Beginner
Topic: Whats a navmesh
Replies: 4
Views: 335
What the bots use for navigation, just generate it and the bots can use it, you can even spawn a test bot in the navmesh editor and order him around to test it.
by Duion
Mon Sep 03, 2018 12:26 pm
Forum: Rendering
Topic: BEGINNER - Advanced lighting shadows causing ugliness .
Replies: 6
Views: 786
You are probably using shadows enabled on point lights with cube projection, but that is broken as are almost all methods of casting shadows on regular lights, seems like you have to fix them. I even had to disable shadows in a night level after even the last method of casting shadows broke in the l...
by Duion
Sat Sep 01, 2018 12:04 am
Forum: Rendering
Topic: DecalRoad shadow bug
Replies: 2
Views: 297
Ok latest state of my investigations is, that the problem arises from using transparency on the material with lerp alpha blend mode and "transparency Z-write" checked. Decal roads without transparency and only maybe alpha treshhold do not look good, thats why I added smooth transparency as well, see...
by Duion
Fri Aug 31, 2018 6:57 pm
Forum: Rendering
Topic: DecalRoad shadow bug
Replies: 2
Views: 297
Meanwhile I found out that if you have a decal road on a terrain that has also a normal map, the decal road will inherit the normals of the terrain, or more they will get added to the normal map from the decal road, this may cause the visual bug. Depending on the strength of the normal maps it also ...
by Duion
Fri Aug 31, 2018 11:56 am
Forum: Rendering
Topic: DecalRoad shadow bug
Replies: 2
Views: 297
I noticed that when using DecalRoads that sometimes there appear ugly lines on the shadows and if the shadows are strong, the lines are even there all the time, here is an example: https://duion.com/files/temp/bugs/decalroadshadowbug.jpg From what I could find out so far is, that the lines only appe...
by Duion
Sun Aug 26, 2018 12:12 pm
Forum: Beginner
Topic: AIPlayer mountImage problem
Replies: 5
Views: 437
No idea what you are doing, but I have it working, feel free to spy on my code. Be aware that I use a new loadout and weapon selection system so there might be a whole lot of more code.
by Duion
Sun Aug 26, 2018 12:09 pm
Forum: Beginner
Topic: AITurrets are too weak
Replies: 12
Views: 1354
Well anything is possible, since you have the source code, it is just a question how much work it will be. For example you could make the turrets always see the player no matter if there are walls etc and then raycast constantly if he is visible and then shoot instantly, thats how my bots work for e...
by Duion
Thu Aug 23, 2018 11:01 am
Forum: Gameplay
Topic: Raycast Damage At Close Range Instead Of Projectile Spawning
Replies: 2
Views: 1346
There should be a checkbox, if the weapon uses real projectiles or raycast, since most weapons probably do not need visible projectiles at all.
by Duion
Fri Aug 17, 2018 7:40 pm
Forum: Gameplay
Topic: Random Player Skins WITHOUT Tab Seperated String
Replies: 2
Views: 458
I noticed "\t" being used as a separator in my code sometimes, is that a replacement for the tab?
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