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Everything posted by BES
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This is a continuation of the terrain map I was working on in a previous post: Convex Map: Flow Map: Normal Map: Slope Map: Wear map: *EDIT* I made a change in the Device View for a different method of splat map output: Splat Map:
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I agree, thumbs up.
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Sounds like something Josh said recently... he wants people to put out more games before adding extra stuff.. Some things really do make it easier though ...1 man show or not if its easier to do things then the game is out sooner ...can focus more on other things like the programming parts or other parts.. When requested features from actual developers (that are trying to make a game or games with the engine) aren't added then its harder to do things...bottom line... There are a lot of things missing that are in other tools and engines... that a lot of people think should be a given...but they aren't in the engine.. Not downing Josh or Leadwerks 3 ...since its still a pretty good engine.. it just takes too much time in Leadwerks to actually get a game going compared with another engine due to things missing.. PBR would make things easier since it seems to be the standard ..and I would be able to bring shaders I already made into Leadwerks with ease .. As it is right now I cant even make any shaders in Leadwerks.. its not the same code I have been working with.. and there is no visual in-depth editor for shaders where no programming is involved..
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Was just an example of how it seems to be the standard now
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PBR seems to be the new standard... http://www.allegorithmic.com/products/substance-designer ...just about every developer studio is using them.. relic, Funcom,Ubisoft,EA, Naughty Dog, Microsoft, 2K ...etc... etc These tools and engines also... Marmoset, Modo, Fuse, 3Ds Max, Maya, Unity, Unreal ... and others.. Many many Indie developers also... I am currently using them in another project ..was trying to bring them into Leadwerks...didn't work too well..
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It would be nice if any of you guys get a video player working for Leadwerks 3 for lua and C++ ...please upload the file on this site..
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Screenshots(click on them to zoom to different locations to see details): http://www.pasteall.org/pic/show.php?id=80375 http://www.pasteall.org/pic/show.php?id=80376 http://www.pasteall.org/pic/show.php?id=80377 http://www.pasteall.org/pic/show.php?id=80378 http://www.leadwerks.com/werkspace/files/file/548-glass/
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Dumb question probably... but couldnt you make your video into an animated texture or something ?(adding sound to it)(or a series of linked animated textures) ...I say texture since GIFs dont seem to work in Leadwerks 3 ..its not seeing it..
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I know that... but you see Josh moving very fast with the Mac support? ...no? ... well there are other ways to use the engine "TEMPORARILY" until the Mac version is available.. It shouldn't be a very touchy subject.. Linux is not my cup of tea either ...but if it ends up being my only choice to run something I will do it anyway...
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Until Josh supports Mac cant you run Windows on a mac? ... my friends do that ... they dual-boot Windows on a Mac or use some sort of emulator..
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But now I want to ...
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Nah I don't use modo ... I use Blender, 3D World Studio, and UU3D .. I may be not understanding your question ..since when I test it it seems to act just like any model I import... its always way huge at 100.0 ...I scale it down to 1.0 or 1.5 and it looks fine.. Modo to me seems to be exporting the model as it should ...off by about .5 ish ...since 1.5 seems to be a good normal setting in Leadwerks..for that specific model..
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http://www.leadwerks.com/werkspace/files/file/468-water-prefab-for-leadwerks-31-steam-ed/ <--- not sure if that still works ...try it
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Hmm ...I imported it in my Leadwerks and the model size was 100.0(massive) ...I changed it to 1.0 and then it was too small(like knee high on the character) ...if using a character the stove height should be at least waist high on the character.. I re-imported it ..then changed the scale to 1.5 ... got this result: Your numbers are off ...sorry I don't know how to fix that
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Terrain Map I am working on ...pics: Satellite image with shadows removed Terrain map in World Machine from above Satellite Image heightmap Tweaks done in World Machine for above heightmap output: #1 combined original heightmap with Perlin noise +0.5 #2 added erosion #3 combined original heightmap with erosion +0.5 #4 combined erosion wear map with Deposition map +1.0 for splatmap #5 added an output for a flowmap #6 added Convexity Map for flowmap from heightmap combiner output #7 added slope map for splatmap from heightmap combiner output #8 made normal map from heightmap combiner output
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Might have to just email them directly with this issue ... support@oculusvr.com ...if no one responds to your posts...
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I was considering getting Oculus ...since it seems to be the new way to game now... will have to do it later since I cant get it now.. Glad you got it working in Leadwerks though ...awesome!
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If I remember correctly these were recorded last time and posted on this site...in case people couldnt make it and wanted to at least watch the conversation.. (hint, hint)
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Awesome! shows what Leadwerks 3 can really do (when you put some effort into it )
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"Never use the asset in a production environment (for example, in an actual game) without contacting the original artist and negotiating sale of the asset." ....I really don't like any strings attached ...royalty free.. other than that ...really good stuff on there..
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Awesome work on all of these models!