Jump to content

YouGroove

Members
  • Posts

    4,978
  • Joined

  • Last visited

Everything posted by YouGroove

  1. It would be usefull if we could attach some variable names to the frames we want in the animation editor and have some callback function that would be called each time a variable is encountered. For example in the midle of some attack animation or when a big boss character hits the ground we could attach a variable to that frame named for example "Left Foot Step" or "attack touch" In the script this could be : function animationCallbacks() if animationCallback == "walk" and nameCallback == "left foot" then end if animationCallback == "walk" and nameCallback == "left foot" then end end This is just a general idea.
  2. I always work on one game project at time trying to finish it. Perhaps i have two or three small other project games installed for coding reference and examples, but not more than that
  3. Zbrush Dynamesh fun New mob wip for Halloween game.
  4. Could we have some updated list of participants with their game title in top of this thread ?
  5. Thanks , i'll check on my side.
  6. This means i can have a main camera scene and a second camera displaying it's own scene ? I could use that for Skyrim like quick inventory or Cryris like weapons display never colliding with level scene.
  7. I tried to use second UV from imported FBX, but it does not work ? Vertex code : //Attributes ... in vec2 vertex_texcoords0; in vec2 vertex_texcoords1; ... //Outputs out vec4 ex_color; out vec2 ex_texcoords0; out vec2 ex_texcoords1; ... void main() ... ex_texcoords0 = vertex_texcoords0; ex_texcoords1 = vertex_texcoords1; Fragment : //Uniforms uniform sampler2D texture0;//diffuse map uniform sampler2D texture1;//lightmap ... //Inputs in vec2 ex_texcoords0; in vec2 ex_texcoords1; .... //Modulate blend with diffuse map outcolor *= texture(texture0,ex_texcoords0) ; outcolor *= texture(texture1,ex_texcoords1) *0.5 ;
  8. It is possible to have a camera displaying the 3d scene and a second camera only displaying some new specific objects not present in the 3D scene ?
  9. Are you using that code in UpdatePhysics ? If you use SetPosition() in UpdateWorld it will be smooth. If it is too fast you can decrease your self.moveSpeed parameter.
  10. Just curious , do we have refraction effect in LE3 ?
  11. @Evayer It looks and move great. Some quick made additionnal monster
  12. Restarting the game creating a new project to get correct results. I will have less time for the game and so much ideas unfortunatelly, i'll have to only keep essential gameplay and ffects , than perhaps extend the game after the contest.
  13. The project get lot of meta files , it is possible to not have them or it is related to windows ?
  14. New version uploaded to the workshop. It uses a material where you put textures on the slots, than the shader is attributed to the material on the script. So there is no more hard coded textures attribution.
  15. Actually it creates a material and assign textures by code, if you change some textures you must change the code. I'll upload a new version where you just drop textures on a material ready to use, something more workflow friendly.
  16. It blends diffuse/normal/spec/glow from one set of textures to another set of textures in real time. You can control the mix between the two set of textures by script changing a value used by the shader. Available on the workshop http://www.leadwerks.com/werkspace/page/viewitem?fileid=537016170 It can be used for many advanced effects like Wrinckles, cloth effects , characters appearance change during game , damage, dry to wet effect etc ... It blends two sets of maps : -diffuse -specular -normal -glow Thanks to macklebee for his help. Enjoy this cool effect
  17. For many uses like defining animations import or properties or anything. And ability to read .txt files to check animations for example.
  18. I know shader as the mix function, but it uses a fixed value we put in the shader for the percentage of mixing textures. But it is possible to do it throught time and control it ? I mean yo have some character with fire texture and with some user action like keypressed , the texture fade to another ice texture on diffuse map and on glow map. Pressing another key , the texture would fade from ice to fire.
  19. Thanks Shadmar, why not naming it with a name like "2D animation tiles" if it can play 2D image tiles sequences ? When we see fire pit we think more of particle effects.
  20. Why it is not on the workshop ?
  21. So Unity i a super game maker if you consider such tool as not needed or not common used. I don't consider tools like : shader, cinematic, mecanim, states behaviour, time line editor etc ... as game maker, but project boosters and gigantic project time saviours. Coder and 3d artist, we can't understand each other on 3D engines i think Creating the game in LE3 and compared to some other 3D engines workflow, i just post a suggestion when i see some feature or tool is like missing. I am not asking make this tools , it is just some 3D artist feedback that Josh is free to drop it or consider it for later.
  22. Is there some out of the box in LE3, ready to use functions without needing to code it ? like LoadAnimTexture( .. ... , xSizeUnit, ySizeUnit) PlayAnimTexture(speed) We don't have that for playing animation effects we could import. So this is why i asked Gif as a workaround solution.
  23. Ready for action (thanks tp Blender rigging with symmetry and auto weight)
×
×
  • Create New...