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Saoru71

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Everything posted by Saoru71

  1. Affinity designer, Illustrator alternative, supposed to be 100% Adobe-compatible Affinity SIte I have to interact permanently with designers who use illustrator, and I receive adobes .ai files, EPS, PDFs etc, and never had any compatibility issues , still, it would be worth if someone in the community has Illustrator to give it a final try. PS. Also give Convertio's online converter a try. It's free and it does a great job with many formats: Convertio EPS to SVG
  2. You mean Ultra's SVG loader? Weird, then it would be good to discard if Illustrator exports it any different, but my guess is the outcome will be the same. Let me ask a friend who uses Illustrator to convert it.
  3. Here you go: SVG and PDF just in case EPS in Affinity SVG in Inkscape Leadwerks_SVG.zip
  4. Hi Josh, send me the files you need and I'll convert them to SVG. I use Affinity Designer which is A-OK with all Adobe files EDIT: downloaded from your post
  5. Saoru71

    WW2 Music

    Nice! thank you Josh! what are "Ultra Standard License's " terms?
  6. I voted for more features in the FPS example, but I'd really love to see a tutorial from scratch that would help us artists (non-programmers) getting started with the basics, like: -Creating a room/level in the editor -Importing models/converting them to Ultraengine's MDL format -adding collisions -adding a player start -adding triggers/actions/doors/elevators/sounds/events/listeners -adding game logic -creating the adquate Lua/C++ project to run it I know everything I mentioned is somewhere around in the forums, even from leadwerks tutorials, or in YouTube, but it's scattered all around and difficult to find. What I mean is that it would be worth it, and with V1.0 release coming up, to have a centralized "official" source of information with updated tutorials that are up to this wonderful new engine's standards.
  7. Thanks for commenting and thanks for the link and info Haydenmango. Gonna check them right away.
  8. When you check out Rick's available schedule acuityscheduling.com will synchronize it with your GMT zone, if not you can simply change it to where you're located. Find a time, hit him hard! lol
  9. Hi guys, Using the model I've tried out ever since the days of Leadwerks 1.0, I decided to give the blender export a go and... It works great for static models! Mdl is perfect, .tex and .mat files are exported seamlessly, all nice and smooth! Hoora! Long gone are the days of converting stuff in unwrap 3d pro! Now I need help some with transparent materials as for the glass and the water. Are there any nice shaders out there for them? Also, Is there a nice tree-pack to grab/buy somewhere for Leadwerks? Or is there a humble soul willing to share some trees and shrubs, humanity will be eternally grateful!
  10. Confirmed here too. Works ok in grid mode.
  11. Hey Rick! Thanks a lot, the first class was excellent. I'm scheduling the next one right away. Thanks also for the patience and the clear explanations. regards, Alvaro
  12. Hey Chris! Thanks a lot for your help and guidance, I was able to create my own skyboxes again! I hope to share some of them soon on the workshop.
  13. Nice! Thanks a lot ChrisV! What are you creating them with? Terragen? Bryce? Keep'em coming! I'd love some blue skies with clouds.
  14. Yessssssss! That did it! Thanks a lot ChrisV So it's even simpler to create a skybox now in Leadwerks 3.2! And I can still leave the posteffects pack attached to the player, turn off its skybox and still be able to use the other shader fx! cool! this is what I love about these forums! regards, Alvaro
  15. Brilliant idea Rick! I'll be bothering you soon
  16. Indeed, but it's only a problem with the posteffects pack. I ran a couple of tests. 1. Removing the skybox from the script's options: The bamboos show up OK: 2. Creating a big box on top of the level and adding the skybox.texture.mat to it: bamboos show up ok, but then I get no lighting (from the directional light) inside. (the lighting at the end is an occlusion effect more than real illumination).
  17. Hi guys, I imported some models from the workshop and the posteffects pack found here: http://www.leadwerks.com/werkspace/files/file/485-posteffect-pack-with-manager/ The post effects work fine and its script manager in the scene tab is awesome, however, when I drop the bamboo models and run the game, any part of the model that intersects with the skybox disappears: Also, to group the bamboos, I created a pivot and used it as an empty to put the models inside, but after doing this the bamboos stopped casting shadows. Is there another way to create an empty or groups? regards, Alvaro F. Celis
  18. holy cow! how do you achieve that?
  19. I'm glad you find them useful Jorn I'm doing the same with your wonderful tutorials, but I think there's more chance of you becoming a 3d modeler than me a skilled programmer, lol! regards, Alvaro
  20. Thanks Josh, how can I remove it from the "calculate lighting" process then, or better said, how can I make it not to be affected by the different light types? Right now I'm experimenting with lightmaps generated in Blender, but I'm still struggling with how to mix them with the diffuse channel properly in Leadwerks' material editor. regards, Alvaro
  21. Hi guys, As you know I've been fiddling around with model creation in Blender to be used in Leadwerks 3, however, I still don't know the best practice to handle lighting in the editor, and since its state is not final yet I'm a bit confused about what will be lightmapped and will be illuminated dynamically. In the following shot, I imported a terrain into Leadwerks, and once I add any kind of lighting I get these overburned spots. Point and spot lights generate a circular spot, and the directional light generates different spots all over the terrain as its rays are casted and intersected with the model. What is, or will be, the best way to light a terrain in Leadwerks? How are we to mix lightmaps + dynamic lighting? Thanks a lot for any info on this regard.
  22. Mom! there's a goblin at our terrain modeled in Blender from a heightmap! Excellent practice! Patience and perseverance shall offer you their fruits soon. I should do the same with like... 24 other programs! lol! Thanks for commenting
  23. Thanks for commenting Mike. For me it was the opposite way; after many years of having bought and working in 3ds max and trying out other programs, once I got the hang of Blender's workflow I never turned back to the others (and never paid Autodesk another yearly upgrade, which was killing me! lol). regards, and I hope these tuts help you integrate Blender in your 3d pipeline better. Alvaro
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