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Everything posted by YouGroove
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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.
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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
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Zbrush Dynamesh fun New mob wip for Halloween game.
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Could we have some updated list of participants with their game title in top of this thread ?
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Thanks , i'll check on my side.
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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.
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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 ;
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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 ?
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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.
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Just curious , do we have refraction effect in LE3 ?
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@Evayer It looks and move great. Some quick made additionnal monster
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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.
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The project get lot of meta files , it is possible to not have them or it is related to windows ?
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LE3 script not taking changes
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
I just copied all files to another directory and created a new project, than copied the files and created a new map and it is ok without script errors. Until a new bug happens -
LE3 script not taking changes
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
I am not using svn for a small game. I re installed LE3 , but that bug still appears. -
LE3 script not taking changes
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
I suggest using some external editors like Sublime text or notepad ++ if you encounter such problems until it is fixed. But i encounter a worst bug : There is no scripts in the simple scene used by any model, running the game LE3 says some error about a script not used in the scene. And the script has no bug also -
LE3 script not taking changes
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
This is some interesting point ot know. Anyway i can still make a new project and just copy/paste because i have my own project structure. There is no beta quick blog notes talking about new features or talking about problems they can make. -
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.
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LE3 not taking script changes. EDIT : i was not aware of editor changes behind the scene, i thaught it was standard bugs happening.
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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.
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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
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Map not saving material change
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
Old material and texture not exist no more i deleted them. I deleted the 3D model also from assets. I just re imported the 3D model FBX, no way it still display old material Assets folder : only exist new mat and textures Running the game : suprise it displays the old I expect same at run time than same i see in editor. Anyway, LE3 perhaps just go weird on my laptop. And it is for the contest, no some pro work , so this is not super important , still super annoying to have a total different result at run time from the editor , i just expect WYSIWYG -
For many uses like defining animations import or properties or anything. And ability to read .txt files to check animations for example.
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Map not saving material change
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
There is a BIG BUG about cache materials and LE3 I deleted the old material and textures from the project BUT : - LE3 still try to find the old textures and materials no more existing and used by the 3d model - Running the game it keeps displaying old texture and material WHERE LE3 CACHES THE MATERIALS AND TEXTURES ??? Is there some option to clean a project hidden cache ? -
Map not saving material change
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
I will need to delete assets an rebuild things as creating a new map the engine just keep the old material.