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nick.ace

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Everything posted by nick.ace

  1. Load your texture with this: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/texture/textureload-r341 Then, do this (the command has scaling parameters): http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/context/contextdrawimage-r721 Yes, textures can be used as 2D images (check App.lua or FPSPlayer.lua, I forget which one, but it shows how to do this).
  2. That's spot on, but if you really NEED 1600x160, then you should make a 2048x256 image and just add transparency around the 1600x600 part. I'm not sure if Leadwerks automatically scales to the closest power of two, but in your case it seems like it did.
  3. I'm trying to get motion-blur working for my game, but I'm having a little trouble because I'm stuck at the most important part. Does anyone know how to get the previous screen? I imagine that there needs to be some sort of texture storage in the Lua post-process file, but I'm not really sure how to do this.
  4. I think it would be a great feature to have paid items as well since they encourage more and larger assets. I actually like the way Leadwerks handles assets now, but of course a built-in asset browser seems like a cool feature as well.
  5. I would play with the prefabs first and then replace them with other models. Also, the Steam Workshop is a new feature this year, and there are some pretty good items in there. There are also a ton of modelling software applications available, a lot of them are free as well. Free: Blender: steep learning curve, very powerful Anim8or: yes, I use this one haha, easier to learn, more of a CAD feel to it, doesn't support exporting animations well though Wings3D: like Anim8or, doesn't support animations at all, but good UV mapping (for texturing) capabilities Sculptris: very easy to use and produce great results, doesn't do animations, and polycounts tend to be horrendous CharacterFX: free 3D animator, so it works well with the other applications that don't support animation well Paid: 3ds Max/Maya: pretty much the industry standard, most powerful of them all, but very expensive Silo3D: this one was on the workshop and at least the first version is is pretty easy to use, but is more of a modeller, and the price isn't too bad Fragmotion: decent all-in-one application UVMapper Pro: great file format converter and UV mapper, helps with cleaning up models I've used a ton of programs before, but I would recommend using CharacterFX, Anim8or (or Wings3D), and Blender for everything. If you choose to purchase a program, I would definitely recommend UVMapper Pro, since that program is very handy. For free resources outside of the Workshop: http://www.leadwerks.com/werkspace/topic/8507-free-resources/page__hl__gpl
  6. Like with animations? You can always import your own models and animations and such. I made a tutorial a while ago that demonstrated how to import motion-captured animations, which are about as good as you can get with animation. There is animation blending built in to the engine to transition smoothly between animations as well.
  7. Hi MaybeMe! Welcome to the community! 1. I'm not quite sure what you are asking here. Do you mean like motion blur, higher fps, etc.? Motion blur is possible with shaders, but no one has gotten around to making one yet. FPS is highly dependent on the game you make, so that's sort of your responsibility. Note that often game videos appear choppier than the actual gameplay due to lower framerates while recording and/or the capturing program slowing the computer down. 2. Definitely! But it will take some Lua programming. This game sort of covers some of what you're talking about and can show some of the things that are possible: http://www.leadwerks.com/werkspace/page/games/_/hunt-for-food-r41 Really, the biggest limit is you're creativity and coding abilities though, in terms of how advanced you want your game to be.
  8. nick.ace

    Character Matters

    Car packs would be fun!
  9. Sorry for the many questions lately, but I've been getting into various issues! Anyway, is there a way in Lua to swap a parent mesh? So for instance, in my case I have a car, and I want to be able to change the car body mesh without deleting the entity. Is this possible?
  10. I totally forgot how to disable physics! Thanks guys! It works pretty well, just have to find a way to prevent the car from flipping over when spawning. Edit: After more tests, there seems to be an issue, but it can sort of be fixed with a little moving of code. This is the order of commands to effectively move a vehicle: self.entity:PhysicsSetPosition() self.entity:SetMass(0) self.entity:SetPosition() self.entity:SetMass(1000) I think that the wheels have to follow a physics object, but then get catapulted away due to the entity having mass. So if you follow this sequence of steps, you should be able to move correctly. I'm just having a problem with the y-offset right now since cars are spawning slightly below the terrain, but that should be easy to fix.
  11. I just tried that too, but the car body appears to get separated from the wheels and the wheels have the physics glitches as well. Also, I tried releasing the car from memory, but this causes the game to crash. Apparently, vehicles cannot be released as of now, at least this seems to cause a crash.
  12. Just tried it, but cars went crazy like before (like spinning and flying around). Maybe if I play with the setting a little I can get it to work. I think part of the problem is that the vehicle part of the car actually isn't an entity. Vehicles have their own class, and although they are attached to an entity, they don't behave like most physics.
  13. I'm running into a problem where I want to manually select a location for a car to teleport to. Anyway, SetPosition() on self.entity causes weird physics glitches if the new position is too far away. Is there a way to manually change positions? I need cars to disappear and respawn in a city full of cars (and it's obviously impractical to put hundreds of cars in at once), so I was just going to move them, but I'm open to hearing other suggestions!
  14. "Vast minority" lol I believe it though. I mean, I don't regularly interact on forums of other pieces of software that I use. I think there's a lot of people who just use it to play around with and might not be seriously developing using it.
  15. Ok, I just uploaded my shader to the Workshop. I think that it is supposed to be what the original shader was going to produce (although the transparency of the diffuse texture may be different).
  16. I agree, and I've personally changed my mind a little about this too. It must be frustrating for Josh that the community doesn't produce more games, because LE3 is capable of it. But if you remember from the LE2 days, not much was produced except for great screenshots and tech demos. LE3's better pricing and more gameplay features will result in more games, and hopefully I'll finish one, although I'm notorious for getting projects 90% done and then just stopping unfortunately. Anyway, I'm no expert with PBR, but from the screenshots, I don't really see what's so amazing about it. Sure, maybe it will help with the Substance Designer pipeline, but I'm not quite sure what Substance Designer even adds to LE3. The texture and material editors in my opinion are fine.
  17. Random (but somewhat relevant) question: Can assets on Workshop games be protected? Or is that feature only with Standalone .exes?
  18. Thanks Shadmar! I found something else you wrote in the wiki and decided to use that instead to make a customized shader.
  19. I found this shader in the Leadwerks shader folder: diffuse+normal+specular+env.shader Anyway, I am assuming this shader is sort of like a reflection shader, but I can't get it to display. Has anyone used this shader before for a material? If so, do you know what texture slots should be filled with what?
  20. You shouldn't need to bring down the number of levels. I mean, a map for one of my games has hundreds of entities including dozens of unique meshes and textures, plus I have a bunch of post-process shaders attached to it as well, and I still get between 30 and 60 FPS depending on the area of the map, but my map is also 1k. A couple of things that might help: Reducing draw distance of the trees and roads from the beginning of the level (and I guess anything else that doesn't need to be close in view such as the doors and items) For the part with the crawlers, the number crawlers can have an impact It's kind of hard to tell where the stutter is, so if you still have issues next video, you should put an fps counter on screen (App.lua shows you how to do it) I would avoid running in debug mode to test performance! From my understanding, it seems to be there more for exception handling, and it's slow. For the looks of it, it doesn't seem you have that much CSG comparatively. I mean you use models for the more complex stuff, so I wouldn't think that would be the problem.
  21. Well, there are a few things you can do. You can export the map using the export terrain command and then edit the image it produces in a paint program, crop the image, and then reimport the map. I'm not sure what paint programs can import the exported file though, so that may be an issue. Before you do that, I would save your current map as a new map and try a smaller terrain size just to see if there is a performance difference. There may not be a huge difference, but I would definitely try it.
  22. Well, I guess I've been impressed with the results so far!
  23. Vehicles are fantastic! So happy, finally get to work on the game I originally intended to use Leadwerks for, so my current game will have to wait.
  24. Please ignore DudeAwesome's comment. New gameplay updates and videos are always interesting to read or watch! This looks very interesting! Nice work, the level has a nice flow to it, and I like all the interactions you are able to do! You seemed to make a lot of progress already! You mentioned that you were having performance issues. From your signature, you have a pretty powerful rig imo. One thing that heavily impacts performance is if the map size is too large. How big is your map? From the video it looked very big, and I would be careful with using 4k maps or even 2k maps unless you absolutely need them.
  25. I encountered this issue in the past. It looks like on the left that some scene objects are parented to other objects. Could this be the issue? From my experience, whenever you parent a scene object with physics to another object with physics, the child object inherits some of the physics characteristics of the parent like shape for instance, but this relationship isn't displayed using debug physics. Anyway, do you know if this is what's causing this issue? Do you parent objects with physics to other objects with different physics shapes/sizes?
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