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nick.ace

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Everything posted by nick.ace

  1. I was under the impression that these projects were more of learning tools for all users, so I agree because I feel that there is already pretty sufficient FPS material out there for Leadwerks.
  2. Also, check these out: https://www.youtube.com/user/Aggror89/playlists
  3. I get an EXCEPTION_ACCESS_VIOLATION followed by a crash when I check Water Mode. I get this message as well when I boot up Leadwerks (not a new problem though), but it doesn't crash then. I'll look into it a little more later.
  4. With the old version, I could get rid of the halo by placing the SSDO shader after the bloom+godrays shader, so if you are using that version, you could try this.
  5. Challenge accepted! (although that's sort of a vague specification, are you talking about the assassin? and what game? Anyway, here's a list of things I found). Also, the actual assassins you control in those games have ridiculously ornamental features that, like I said above, are kind of obscure. But enough with these excuses: Mages (there are no mages in AC, so I gave it a shot): https://www.assetstore.unity3d.com/en/#!/content/20805 https://www.assetstore.unity3d.com/en/#!/content/19962 (female version) Rogues (are these assassins/thieves?): https://www.assetstore.unity3d.com/en/#!/content/17249 (this one might be more of a stretch) https://www.assetstore.unity3d.com/en/#!/content/7265 https://www.mixamo.com/editor/new/729?character_id=581630 Swordsmen (surprisingly the most difficult to find): https://www.assetstore.unity3d.com/en/#!/content/15929 (this one might also be more of a stretch) https://www.assetstore.unity3d.com/en/#!/content/3227 (if you are talking about non-assassins) http://www.turbosquid.com/3d-models/3ds-max-helmet-sword/776572 (may need to change hood and sleeve texture, also a little expensive) http://www.turbosquid.com/3d-models/fantasy-warrior-modeled-3d-max/477204 (a little texture changing would help, the geometry looks decent though) http://www.turbosquid.com/3d-models/maya-heavy-knight-helmet/887838 (remove a little armor and change some textures, a little high-poly tbh though) I also chose models with similar qualities, such as detail and overall appearance. If these aren't what you wanted, let me know. No matter what, you'll need to apply your own animations, but tools like fragMOTION makes it easy enough to take animation from one model and place it on another (Arteria3D models are pretty good for taking animations from). And of course, small details are going to be impossible to find exact models for as well. The point I was trying to make is that Josh will never provide enough models to satisfy every request, and there is already a great infrastructure already for 3D models with dozens of sites that provide models for games. You also have tools like FUSE and MakeHuman in case you want very specific features. From my understanding, the packs released as DLC are mainly for plug-and-play functionality to help non-programmers make games. The artists who make things for Leadwerks also make things for Unity and other stores possibly, and so you can get the same consistency from other stores. I'm not saying that there should be no focus on art, but there are already a bunch of resources out there.
  6. I actually think it's more prominent in code, and that's why you don't really see as much code. You also have to remember that a lot of Leadwerks code is Leadwerks specific and even game specific. I know a lot of people want more code, but it's hard to provide "code" to do a simple task when it could involve multiple files. Code also isn't as plug and play as assets in general. I'm not sure why people believe that this really the case. There are tens of thousands of assets that can be brought into the editor, and many of these assets have similar styles. You will only get the same exact styles by the same artist, so a game with multiple artists will automatically have differences. Also, you can always edit the textures since that tends to be the biggest stylistic difference of models. If someone gave me an art asset, I guarantee you I can find compatible pieces on multiple sites unless it's something super obscure.
  7. Sometimes it's useful for assigning parents to objects within the editor. Think about cars or characters holding items. You can use the hierarchy to place tires/items in a certain spot and have localized coordinates that can then be edited in code. I might just be making this up out of thin air, but I think there is a limit of 64 direct children (like 1 level down). I think I encountered this limit a lot with setting up highway pivots (with hundreds of pivots) and trying to parent them under a pivot. After about 64 or so, it didn't seem to work, but maybe I was doing something wrong. How does it contradict what we have? Why can't this be added on top of the hierarchy? You could just have folders as the top level entity and then place the objects in those folders, which would be identical to what's going on now.
  8. Nice scene! You may also want to add the SSDO shader in the workshop to the scene. It adds some more depth to clean-looking meshes like the ones you have.
  9. nick.ace

    Development

    I was curious as to how the water would work with post-processing. If you don't mind sharing the details: Is it a post-process effect as well? How does it play out with possible future effects? On another note: I'm glad you think my crow is worth $.99 cents, can't really say I think it's worth that much though lol. Just my $.02 tho . I'm just kidding! But it does look like a very promising, and it might even reach out to other artists from other stores as well.
  10. Are the house models instanced or are they unique? I'm just curious if it's related to a performance problem I've been having.
  11. I mean there is a reimport button (Right Click on Asset -> Reimport), and this isn't working. I mean, I can get around it and all, but it should work from the start. I'm using the beta, but I noticed this with past versions as well.
  12. I've tried using the reimport features for models, and it doesn't actually change anything. This gets annoying for when you need to rescale a model based on the .fbx dimensions or need to clear all imported animations or need to change the normals to what they originally were. I've experienced this with many models, so I suspect it's a universal problem.
  13. I don't think it's a recast error for me. It seems like it's some sort of memory issue or something. Edit: After some more tests, it appears to be a unique entity or surface problem meaning that it's not the amount of geometry affecting this, but the number of unique entities. I can duplicate a high-poly building multiple times, but whenever a new building is added to the scene, the scene is more likely to crash.
  14. Thanks YouGroove and xtom! @YouGroove Yep, some of that will have to wait for the vegetation system, but I'm trying to add more detail to the urban sections for now. @xtom You are right. I should have put it in smaller text instead of its own frame. Next trailer I'll do that instead.
  15. Here is the issue I'm having. I recently updated my map with a ton of new assets. Anyway, I still get about 30 fps, but when I have the number of assets that I now have in the scene, it crashes, particularly when I move the camera to face the more dense areas. Sometimes it even crashes outright. When I remove a few buildings or a few cars, this doesn't happen. I can't upload the map, but maybe this video will help: https://www.youtube.com/watch?v=vRo1zVLjOvk Video Card: GeForce GTX 750 Ti Processor: AMD FX-4130 Also, I thought this might be an occlusion culling bug, but when I disabled it on the entities that I delete at the end of the video, it I still get crashes. It also doesn't really matter what entities I delete. I deleted cars before and this stopped the problem. I would expect a lower FPS maybe, but not a crash. Does anyone have a clue on what might be happening?
  16. @tournamentdan: Was that necessary? @Ameshi: I can't see how the Workshop could possibly hold up your entire project for the 1-2 hours it wasn't working. It has a pretty good reliability and has a lot of useful features. Also, it's integration with Leadwerks is great, and I don't see how you can do that outside of relying on Workshop.
  17. Shadmar just released a shader in the Workshop
  18. This is my first blog post for Crime Closer. Greenlight This was my first time submitting something to the actual Greenlight program. I did this to force myself to continually develop my game. I felt that the scope of Built from Ruins was too large for what I wanted to achieve with it. Built from Ruins would have been a better Early Access game that Crime Closer, but I want to finish Crime Closer completely before releasing on Steam. I think Early Access gets abused too much, and for a game like mine that doesn't use procedural content (and has unique missions and a storyline), this would be a bad idea. The only way this would be beneficial would be if the Early Access period were very short. Anyway, that's assuming my game gets Greenlit. I learned a lot about submitting on Greenlight. A few things I learned from my mistakes (hopefully others can learn from this as well): Have amazing screenshots since people mostly go on this. I had some decent screenshots, but nothing amazing, so I could have done better in this regard. Also, make sure you have at least 4 screenshots and a video. I initially didn't have that and took a lot of heat for it. IDK why Steam doesn't force these limits though since they aren't all that visible. Submit once you have more stuff done (I feel like I submitted too early. I was hoping to get a lot of feedback, and I initially did, but it's not as useful when you have less done). I was hoping to sort of shaping the development of the game around what people wanted. I think people sometimes don't know what they want exactly, but there are certain things that they will want. Use the first few days to your advantage as much as possible.Like I said, I put it up to vote too soon. Your game goes on the front page of Greenlight for a few days, and then you get hundreds of votes for or against it. After a few days, however, your games gets sort of lost in the array of other games. The trick here is to remain active and to advertise in other ways. This is something I need to improve at. One good thing, however, is that your game gets closer to the top 100 constantly since games are being Greenlit faster than ever. Idea Well, I wanted to create a game that focuses on positive aspects of society. I know that this may not be the best time to create a game about police (being in the U.S.), but I feel that the crime closing theme helps to give a bit of backdrop and allows for some interesting gameplay mechanics. This was an idea I had when I bought Leadwerks, and it was originally the idea I wanted to pursue with Leadwerks, until I learned LE3 didn't support vehicles at the time . Anyway, I don't want to make political statements with the game, but I feel that the police are sometimes objectified and made the villains in a large number of games, so I wanted to take the opposite side for once. Trailer I made my first actual trailer using some gameplay footage. I think it turned out pretty nice compared to other videos I've made in the past. Hopefully, it'll help a little with Greenlight. Demo I entered a demo for Crime Closer into the Winter Games. I'm actually kind of happy that this existed because it forced me to get more of a working game done. I wanted to release something that had applicable content and a few new features. Specifically, the game is evolving from a purely vehicular-based game into a third person game as well. I got some useful bug feedback, and this is great for going forward. Anyway, I'm not going to reveal the demo on the Greenlight page because I don't really want people messing with it too much right now. I mean, the Leadwerks community, their friends, even some random people are fine, but I want to keep everything under control as much as possible. Mods There was a suggestion to allow for mods on the Greenlight page. I need to be careful in how much I allow to be modded, mainly due to the Leadwerks license (which is quite reasonable in this regard). I think mods for vehicles (and their statistics) and other aesthetics and stat-based things would be great and seem to be allowed within the Leadwerks license. What I take isn't allowed is allowing for a scripting system, at least one that's as open-ended as Lua in Leadwerks. Possibly, I could introduce a custom scripting system that limits this so that it's not possible for a user to develop their own game, but again, I need to be careful. I would also need to figure out Workshop integration, but I'll cross that hurdle when I come to it.
  19. Nvm, I remember now, it was fixed in the beta. Anyway, my fix works for you Ameshi. It's probably a good idea to stay away from the beta unless you absolutely need it.
  20. I'm not sure. It might depend on whether or not he is using the beta.
  21. There is no publish option per asset. You can either include all of your assets (uncheck the "Only include used files") or use only the files that are used in your project.
  22. Yeah definitely. I was going to put it on the Workshop IF I get it to work, but there are no guarantees that I can get it to work.
  23. Well, this code is for LE2, so it won't work out of the box with LE3. I was trying to port it a few weeks ago, and might try again soon, but it's not as straight-forward as I thought to port. Anyway, you won't be able to use this shader as is.
  24. I've tried it too, and it's a mess to use for me at least. I think they could have made it much simpler, and they need more effects as well (almost every effect they have is already in Leadwerks).
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