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Monkey Frog Studio

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Everything posted by Monkey Frog Studio

  1. Funny thing is, I hear you and agree with you. Still, there are issues. FBX has become a universal exchange format, but it keeps changing and it's difficult for developers to keep up with (let alone a few other Autodesk related issues developers have to put up with). And in some cases, open-source software, like Godot (a game engine) will never support FBX due to licensing conflicts. Collada has turned out to be problematic, OBJ is limited, etc. So, for many, glTF is the way to go. As far as "It's the job of your 3D modelling application to save your assets in a preserving, non-destructive way", that's why each 3D app has it's own format - 3DSMax has .max, MODO has .lxo, etc. But these formats do more than save your assets in a non-destructive way, they also store GUI info (how the viewport was, for example, when saved) and a few dozen other program specific things that are not needed outside of that particular app. These internal file formats do a great job at what they were supposed to do, but are (obviously) not intended to be used anywhere but within the app for which they were created. FBX is an industry standard to exchange 3D assets. However, it's a huge pain in the you-know-what for most developers to support. So, what are we left with? I do thank you for the info about data being truncated as a result of being exported to ASCII. It makes sense.
  2. Sigh. glTF is not just for game engines. It is intended as a means to get 3D information into a 3D application (be it a game, a 3D modeling program, or an HTML5 website, etc.) and to get 3D information out of a 3D application. According to FileInfo.com: So, two purposes - save (export) and share (import) 3D digital assets and optimization for download and load at run time.
  3. They may not have used the word "exchange", but they use the word "interoperable". That implicitly implies "exchange" as it is a part of it's definition. So, they used a better word, because Khronos described BOTH export and import by using it (i.e. going both ways). glTF's primary purpose may well be an "end-of-the-pipeline" format, but it's not the only purpose. It is a 3D format, like DAE, like .X, etc. It's intention is to carry 3D information (geometry, materials, lights, animations, etc.) so you can get it into another application (yes, especially game engines). Since it does this, it can be used to both import and export as well. As far as game engines - I know a few that are adding it for import as well as for exchange (i.e. to take the glTF info convert it into their own, internal file format). So, not quite "end-of-the-pipeline" there ... though pretty close, right? What it comes down to is it's a better format than Collada (.dae), supports more than DirectX (.x), is free from the burden (and cost) of Autodesk's constantly changing FBX format, is not limited like OBJ, and is modern (i.e. supports PBR, etc.), unlike .3ds and others. Frankly, who the frell cares what it's intended purpose is? glTF is catching on and just about everyone is able to use it. Model in Max, Maya, C4D, MODO, or Blender? You can export to it. Want to get it in Godot, Unity, Unreal? No problem.
  4. Perhaps I used the incorrect words. However, the fact is that glTF is being used to both export and import models, materials, and more, into more than just games. There is an importer for Blender and Sketchup, for example. I'm sure that more will be added. According to Khronos, the developers of glTF 2.0: So, according to Khronos, this is not just about games, but about applications. This includes everything from Facebook to games to 3D modeling programs. Notice the last sentence and the use of the word "interoperable": The base idea for glTF, according to Khronos, is the EXCHANGE and USE of information. That's a two-way street - both EXPORT and IMPORT. At least that is the intention of Khronos. Whether it gets used that way or not is up to developers.
  5. Actually, I found a dark Windows 10 theme (Penumbra 10) and installed it (with the few hacks it requires). The screen shot below is the final result: Of course, this changes all of Windows, but I am quite happy with that.
  6. Hello! Is there a way to change the UI of the Leadwerks editor at all? I prefer working with the darker UIs. Just curious if this is possible in any way. Thanks!
  7. Hello. I am curious if there is a difference, as far as performance is concerned, between using brushes (CSG) and models? For example, if I were to build a level with a room (walls, floor, and ceiling) built from brushes and another level with a room (walls, floor, and ceiling) built from geometry, would the level with brushes perform better than the level using only models? Or would they perform about the same. This is assuming the models use the simplest geometry (i.e 12 tri faces for a cube and not 10,000, for example). I realize the advantages of CSG for quickly laying out walls, floors, etc., and how well they work with textures/materials (especially when tiling), but are they, overall, more efficient in Leadwerks? If a level had 100 CSG cubes vs another level with 100 model cubes, both with the same material, would they perform the same or would one be more efficient? Thanks.
  8. Ah! That simple answer was just what I needed. I was looking at the materials in Leadwerks and not at the models! So, make my model with several surfaces, each with their own material, export to FBX, bring the model into Leadwerks (and all materials), open the model in the Model Editor, select each "part" and apply the material to each one. Thanks!
  9. Hello. How, in Leadwerks, would you apply multiple materials to a single model? For example, let's say I have an axe model and have a material for the metal bits (axe head, for example), a material for the wood part of the handle, and another for the leather that is covering it. By material, I am not talking about texture (as in diffuse information), but actual material information that controls individual AO, specularity, normal maps, etc., per "part" of the model. Is this even possible in Leadwerks at the moment?
  10. I am not a programmer and don't play one on TV , so I don't know if there actually is a way or not. From what I've seen, the only thing you can do with this shader is determine the color. It appears that all this does is ensure the area is not affected by light at all (no shadows, no being overpowered by bright lights, etc.), so the color shows at 100%. This means it does not glow, so there would be no radius or intensity. The only way I can think of to affect intensity would be by the color you use. You could paint the area to look brighter toward the center, for example. Again, I am not a programmer, so I can (so far) only approach this as an artist.
  11. Emission is pretty easy to use. It is set up to use texture slot #4. The texture you create should be all black for the areas you don't want to emit. You can use any color for the areas you do want emission and they will glow that color. Well, they don't really "glow", but instead do not receive any shadows and are full-bright in those areas (i.e. not affected by your lighting or lack thereof). But you can make some cool effects with it.
  12. Added an anvil to the group ... All these models are low-poly - around 1000 polys for close-up and about 500 for far away.
  13. Playing with Environment Probes! These are a pretty cool and easy to use, too!
  14. Currently, to change the range, we have to select the light, go to the scene tree, click the Light tab at the bottom, and enter in a number representing the range. This can be a bit of hit or miss (to a degree). It would be great if we could simply select the light in the viewport, go to scale, and drag on the light to change the range of the light. This would not only save steps, but give the end-user a visual way to change a light's range.
  15. Ground control to Major Josh Ground control to Major Josh Get ready to program Laptop on. Ground control to Major Josh Commencing countdown Leadwerks on Check ignition And may Turbo be with you!
  16. Woohoo!!! (on both accounts!) Really excited for you! It's a great opportunity!
  17. I'm surprised at how much the pipe added to this, actually. I can't wait to find time to add a few more things, including a door at the end.
  18. Added a pipe around the bottom. It needs more stuff, though.
  19. These screen shots are just from a test as I am getting my graphics pipeline down for getting assets from Blender into Leadwerks. But this was fun to build. If I were to actually use this in a level, I'd need to add a lot of little details, though. I learned a lot and the next level test will be much better (I hope)!
  20. Wow, macklebee, you are one hostile dude who, while claiming everyone is missing they key point, missed key points. Pot, meet kettle. It's simple. It's not that me or Phodex Games missed your key point about Josh simply ADDING glTF alongside FBX import to Leadwerks, we were simply providing information to OTHER things you had said, concerns you had brought up. It was honestly trying to be helpful and instead of either letting it go or saying thanks, you decided to be an *** about it. Nice. Well, a couple of years now, is it? Nice. It'll take some time for you to catch up to me on that regard ... but no worries. I was developing graphics for games and real-time simulations for businesses back when character models could only have 800+ polygons. If I am touting glTF, there's a damn good reason for it. And since Josh seems to be about as enamored with glTF as I am, there must be a reason for that as well. But, hey, you've had a "couple of years" at this. What the hell do I know, right?
  21. The key word he used is "batch". The entire process, if it were needed, could be automated. But, hey, people were just trying to help you and offer alternatives just in case, not that you needed it. It's called being friendly.
  22. Hello. Sometimes when I import a model and materials and an unwanted shader is added to the material (shadow.shader). There is no obvious way to delete this unintentional shader other than selecting the entire text, right-clicking, and hitting delete. Having a delete button with the shaders, like with the textures, would be useful in cases like this.
  23. Awesome. I suspected as much (and should have tested before asking, actually). Thanks!
  24. Hello. Is there a way to update models already used in-game? For example, let's say I created a set of basic, simple models to stand-in for their final versions and placed them throughout the level. Could I later easily replace them with their final versions? As an example - Let's say I have created a simple tall box model to represent a column and have placed 12 of them in my level for testing purposes. After testing, I determine I like them and so I model a nice, detailed model of the column. Is there a way to swap out the one main model so that all 12 are instantly updated in the level? Or do I have to replace all 12 manually? I hope I am making sense. If not, ask and I will try to clarify. Thanks.
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