Ah okay.juanjpro wrote:It's not that I couldn't get them working as NPCs, it's just that they don't do anything if an event isn't there to control them, so it would be pointless to give them the properties of the other NPCs. Making them simply moving models (and sometimes colliders) makes things a lot easier and less bug prone. Players won't notice the difference, it's just a behind-the-scenes thing.KirbyMario12345 wrote:It sucks that you couldn't get the guards and scientists working, but I suppose event-only models is better than no models at all.
Re: SCPCBIrrlicht
#482Spoiler
The lighting on dynamic objects is pretty bad, I'll implement deferred lighting and correct their intensity so they look right.Re: SCPCBIrrlicht
#483Shiiiny.. Loljuanjpro wrote:-snip-
The lighting on dynamic objects is pretty bad, I'll implement deferred lighting and correct their intensity so they look right.
Re: SCPCBIrrlicht
#484Am I just imagining things, or does the lighting look tinted?juanjpro wrote:SpoilerThe lighting on dynamic objects is pretty bad, I'll implement deferred lighting and correct their intensity so they look right.
𝙱𝚕𝚒𝚝𝚣𝟹𝙳 𝙴𝚛𝚛𝚘𝚛(!): 𝙿𝚛𝚎𝚜𝚜𝚒𝚗𝚐 𝚝𝚑𝚎 𝚋𝚞𝚝𝚝𝚘𝚗 𝚛𝚊𝚙𝚒𝚍𝚕𝚢 𝚒𝚜𝚗'𝚝 𝚐𝚘𝚒𝚗𝚐 𝚝𝚘 𝚖𝚊𝚔𝚎 𝚝𝚑𝚎 𝚎𝚕𝚎𝚟𝚊𝚝𝚘𝚛 𝚖𝚘𝚟𝚎 𝚏𝚊𝚜𝚝𝚎𝚛.
Re: SCPCBIrrlicht
#486Hey, this is god's work Juan. I just went to the repo today, and I'm going to try compiling it. I'm an ideas guy so I'll probably think of a badass idea, make one feature of it and then abandon it forever.
Re: SCPCBIrrlicht
#488Yeah, getting a compile error with Irrlicht though since I only have the DirectX SDK for 10 and above since I run Windows 10, and all the official SDKs have been removed by Microsoft, so I'll have to do some searching.juanjpro wrote:Looking forward to whatever you come up with.
Re: SCPCBIrrlicht
#489The project uses OpenGL. DirectX isn't needed at all, unless you're planning on rewriting the shaders in HLSL.
Edit: working lockrooms
Edit: working lockrooms