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Josh

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Everything posted by Josh

  1. 3D World Studio doesn't necessarily need a dedicated forum, since the program is so easy to use. If you do need one, I recommend the 3D World Studio forum on TheGameCreators.com. It will make more sense six months from now.
  2. Just run the installer/updater, and you know you are up to date. I haven't made any changes in about 6 weeks.
  3. Awwww, you called her an angel. I'm sorry if my reply came across as terse, but I was up until midnight this morning coding the new art pipeline, and I don't always have time to write a big statement about anything. We take the quality of discourse around here pretty seriously, and hijacking threads is considered a big violation of the rules.
  4. All 3D World Studio posts were moved to "3D Artwork". 3D World Studio and Leadwerks Engine functionality are merging in the next version of the engine. I admit this will be a little awkward for a few months, but it will all make sense after Leadwerks3D is released.
  5. Most of the forums are for registered developers only.
  6. Yes. Just set the material or object to not cast a shadow.
  7. They also use 3D World Studio, for something.
  8. Add a window so the sunlight can come streaming in.
  9. This is something I might consider when big worlds are added in Leadwerks3D.
  10. Josh

    pushing

    If his mass is greater than the enemy, he should move it more easily.
  11. Josh

    Ivy

    The spikes are coming straight out of the surface. It's exactly what I was saying. They put a lot of effort into the artwork to make it look nice, but you can't have layers over layers of geometry. They're also confusing it with animation and texture writing to make a nicer demo. You can even do offsets along the X/Y axes, but demos like the one above strike me as a solution looking for a problem.
  12. I might not have been clear, but my point was to ask what possible projects would be good candidates. There's a lot of stuff that goes under the radar, like this project: http://www.leadwerks.com/werkspace/topic/4444-game-big-five-hunter-arcade/page__pid__38866#entry38866 I've seen a number of Leadwerks project popping up, and a lot of the devs don't spend much time on the forum.
  13. You don't know how happy this makes me.
  14. Josh

    Ivy

    I have programmed tessellation shaders exactly like what you posted, and I don't think it would be useful for this. You're not going to get complex arbitrary 3D detail out of them, just displacement of a surface. With ivy like this, you will have many leaves on top of one another. Of course you can argue that tessellation will make it possible to use many planes with displacement, but that's more a matter of looking for an excuse to use it, rather than it really being an appropriate tool. You could use a tessellation shader on a surface like this, but it's not going to improve the appearance really. It tends to work best for big chunky details like rocks and bricks.
  15. Josh

    Ivy

    Tessellation only subdivides quads, and won't help here. Think of it as really good parallax mapping.
  16. Your introduction is really well done.
  17. Yep. All icons are just placeholders for now.
  18. Well Lord Hippo, I think the community has determined that you need to quit your job. Don't blame me, I just work here.
  19. Yes, but I can help improve their visibility and SEO rankings.
  20. Yet they had no problem with you posting images of what they now consider their intellectual property?
  21. You can drag entities around in the model editor to rearrange the hierarchy. Now I just need to add an option to collapse a hierarchy, and the basic art pipeline will be done. I had a difficult bug that was causing model hierarchies to be duplicated. At first I thought I was saving files wrong, but it turned out my entity copy routine was duplicating the hierarchy twice! Oh well, problem solved.
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