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Everything posted by Marcousik
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Yes no problem. You know everything is in balance. I try to use with this map 2048 a normal character controller from Leadwerks because the physics and the modelling of the terrain become more difficult if you scale the map down. The positiv point is that you can use more paint colors, more vegetation and make a 1024 map very rich that looks like a big one. I'm working actually on twice project maps, the reduced one and this "normal" 2048, I'm little bit afraid about memory burnout with this one even if I only used 4/5 paint colors (4 is a minimum: Main, Rock, grass, road - underwater ground) The scale down world is good playable, Here to compare, it's very reduced, the little jeep here is made for the reduced one: And here a screenshot ingame with the down scaled character /world:
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I'm trying to build a beautiful open world on map size 2048, where the player will have the possibility to play as a Street vendor, transporting and selling goods through the world. The world should be an unhabitable zone. Unless you have a shield. You will have manage your reccources between buying and re-selling goods, develop yourself with better vehicles, develop a little shopping industry, little bit enigm or fight to provide the shield.
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Leadwerks, Mixamo all of this really need time to become acquainted with... You have to study the tutorials Josh or other users made... And try, test, experiment yourself. That's the deal I think to successfully build something. Whatever, what do you have as shaders on your used materials ?? They have to be out of "Animating" shaders. YourProjectName\Shaders\Model\Animated.
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The textures are not absolut necessery in Mixamo I think...You can add the textures/Materials with Leadwerks. But look that you do NOT export your Character instead of your animation !! So under Tab "My Assets" \ "My Animations" > Select > Queue Download.
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Got it in a few minutes to run in Leadwerks with mesh and everything ok... Here I just not load the textures. That's what I was saying, I don't understand where is your problem, you have to do this and nothing else: 1) upload your characters .obj in mixamo 2) Let MIxamo build an auto-rig Skeleton, and choose one animation 3) export/download as .fbx WITH skin !! 4) Put .fbx in a folder, Leadwerks does the rest of the job, your turtle will jump and run. You don't need to load any animation out of an other model ! Ask if you encounter problems...
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ok ok and why does it have no animation ?? out of Mixamo ? sorry I dont understand Please you can mail me this I will try through Mixamo
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your .fbx files are all corrupted / just like empty look at this on Blender: Only the armatur was exported, no mesh. All open 3D program of mine (3D Viewer) don't show anything.
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look I chatted you mail me your model if you want
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CAn you upload your "problem"-model in fbx ?
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Indeed strange... try import the .fbx in blender (look if all is ok)-> export .mdl -> Leadwerks ?
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No I think I'm missing something I mean export .fbx with animation inclued and let leadwerks import it. I just don't understand why you want to use the load anim function friom Leadwerks ?
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Why don't you animate the model you want to be animated with Mixamo -> export -> Leadwerks, no need to load anything... ? I only get successfully loaded animations (as macklebee already said) only with exact same matched skeletons, else I had to import/create and export each new model with mixamo.
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Hey, It seems I have a problem to catch only the entities that intersect the aabb... Instead of this I get all entities in the world, that's my code: ---------------------------------------- function Callback(entity,extra) if entity.script~=nil and entity.script.name~=nil then System:Print(entity.script.name) end end function Script:UpdatePhysics() local aabb=self.entity:GetAABB() world:ForEachEntityInAABBDo(aabb,"Callback") --System:Print("AABB: "..aabb:ToString()) end ------------------------------- I put this script on a box in the map. This returns names of a few entities that are not intersecting the box... What do I wrong ? thx for any Idea -------------------------------- It seems this works well with primitives but wrong with models, that's mean models seem to be caught as intersecting when they are not...
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Ok I will give it a try more, then create my project on 2048 map with reduced scaled models could give aproximately the same result ! @jen What do you want with a 8000* map then do ??
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Thx Josh, I'm interested on more details about this: -Do you mean video as different thing as graphic memory yes ? - How can I mess how much video memory requires my project ? - make it a difference with this if I have 500 models assets (not necessery placed in the loaded map, but present as asset in the project) or only 50 assets ?? thx for help!
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Well I encountered problems trying to build an open game environment with map 4096*4096 so that I abandoned my first project. I'm now trying to explain this maybe I can get help from somebody who succeed with this. Sorry for my english I'll try to explain the best I can: First I created a map 4096*4096, added a few paint colors (maybe 4 or 5 first), then I added a few vegetation models and rocks with the vegetation tool. Then I let build the Nav mesh, adding a few new models with animations. I saved this all and quit. At the next day, I loaded my work, this was no problem. But after developping the project a few more (the map was "modelled" with maybe only 5% of the entire size) I tryed to save and this failed because a few paint color or vegetation models on the map just disappeared while saving process letting me unable to progress because of being forced to re-create always the same things (for example painted roads). I begun to get every save try a "exceptoin access violation" or other failures (like "framebuffer_incomplete") letting me think the engine reached his maximum possibility. Did anybody gets a success with building a 4096*4096 map full with different colors painted and more than one model like we can see somewhere in a performance test video ? Then I can't make a game with 1 or 2 different models... I saw the map size was about 300 Mo size or little more. I don't know at the moment if it's a normal thing, a bug or then how are we expected to use the map 4096*4096 and what about people here who asked for 8000*8000 map where I 'm not able to finish a 4096*4096 map in more than one time, I mean I need to trust the way the engine save/quit/load my map or I have to abandoned the idea. thx very much for reading please tell me if you think anything that could help me thx.
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Which one ?
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May be the same problem I reported here ? http://www.leadwerks.com/werkspace/topic/15886-vegetation-tools-model-disappears-using-changemap-trigger/
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Forest with different models using the vegetation tool: enjoy
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Hello ! I need help with this: I created a map 4096*4096 with 3 paint textures, and 3 vegetations models: When I get to this map using a change map trigger (start.map -> BigMap.map) I obtain this: The trees have disappeared ! The shapes of them are still there, because you get invisible collisions where the trees should be. I'm NOT in beta version. The bug occurs only if you go through the changeMap trigger through the start map ! I uploaded the project here: https://1drv.ms/u/s!AiVBgjDAyIXLjWM4RTrAwbxQsQzs You can get & use the model car animated for FPSPlayer as in the map as you want !! It's an unresctrited use aston martin model Keys are: E- use NumPad 2,4,6,8- move NumPad 1- start BackSpace- quit thx Edit: 1) I found the problem: Set the car Mass to 0 solves this and allows the trees to be loaded correctly. 2) I add a 1000 mass to a box in the scene, loaded through the trigger -> all trees disappear looks like there is something incompatible between objects with mass and the veg. tool when the map loads through a changeMap trigger...
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Demo of a river + waterfall I made today
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http://www.leadwerks.com/workshopitem?tags=&queryType=1&fileType=0&fileid=699303085 Interesting I worked on this and wanted to ask the same about catching a brush surface because of need to use GetVertexTexCoords() Or is there another way to make this ? It's a bit strange because with Model:Box() I would get no problem. So another way would be to construct with Model:Box() the same Brush as edited (assuming it is a box) and apply GetSurface()... I also wanted to ask about changing texture scale (easy to change from the editor) with a script function on brushes ? thx
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I still have the question about getting the surface of a csg..! > "After runtime", do you mean after start() ? > if the csg cannot have an added script, how do you want to get the surface ??? thx Edit I checked this too http://www.leadwerks.com/werkspace/topic/14455-getting-brushes-surface/page__hl__surface
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Yes part 2 here is part 1: http://www.leadwerks.com/werkspace/topic/15839-workshop-page-21-bug The bug page 21 occurs when looking from the engine too and is not fixed yet thx
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Great funny beautiful Idea, I enjoy trying this Just few ideas: What about implementing an auto-save feature at which the player quit the game ? I got stuck at the pizza service (sorry spoiler) I brought the first pizza and then I directly took the pizza for table 4 and I get stuck because I couldn't drop the pizza anymore. Maybe I should have first bring the coca or something else... No importance great atmosphere, you're an artist, very beautiful terrain painting