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Everything posted by YouGroove
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I just got some answer about animated shader that is done to have animated characters done in GPU , so more characters at screen. Is this tested and sure ? Caus i had a drop of 10-15 FPS when the two crawlers NPC appeared in the game FPS demo after your press elevator button. Does it comes from Lua code management, shadows , navmesh too much called per frame or other stuff ? I'll make some 3.1 demo with more characters and i'll post FPS differences, the goal is make 3.1 better in performance.
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Thanks shadmar. I hope each LE3 new version to not break projects like that , specially if someone works a year on a big project. Caus even Lua code has changed also like "import" instead of "required" or function like SetInput for example. Thread can be closed.
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It seems LE 3.1 lightmapping is no more. BSP loose lot more interest by not having lightmapping, i hope this will come back some day; i really liked 3.0 BSP + lightmapping , with static lights working as dynamic lights for models. I have a question : why having "animated" shader ? A diffuse-normal map shader should work with static models and animated characters without problem like 3.0. Or did am i wrong ?
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1) After changing a project in project manager, the 3D view is not cleared before loading a new map, we have previous level map project visible. 2) Loading different project and map, 3D screen reamins white with "grid shader " bug OK i found the problem, all maps from 3.0 version seems not compatible anymore with 3.1. Or am i wrong ?
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I agree , basic Lua tutorials would help a lot to come more slowly to LE3 instead of being confused by too much stuff like tutorials dealing with camera, player, raycast all at same time. Rick Wiki Snippets is ideal site to have such category we could name : "Lua in LE3 for beginners"
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Could it be TPS or FPS, chaning weapon is same code, i really don't see the world or model view ? Some FPS games keep keep an entire character model( not only arms ) and just place camera front of player head between arms, so you can switch TPS to FPS just changing camera position : above and behind player (TPS) or front of player head (FPS). I'll see if i have time to produce such camera code also ? TPS or FPS is just camera position and how to manage it, if you can program you can make any view type like behind shoulder and code the transition to some FPS aiming view. Anything is possible with camera independetly of wepons, player or whatever After that you can make all weapons child fo camera or player model , you are not restricted to some way of doing, and there are lot of ways you can do it. Or you can just make some pivot named Weapons_manager attached to player model and have all weapons and code management in ascript attached to that pivot like : - switch_To_Gun - switch_To_Rifle etc ...
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@lildragn : This should help : http://www.lua.org/pil/contents.html#P1 Only the 7 first chapters are necessary, the rest is more high level and not needed to use Lua with Leadwerks 3.
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Well before exporting : You must Join all objects together , caus your model was made of two ojects : the case and the handle. After joining, then in edit mode select all polygons (select all) and choose : Normals -> recalculate outside. Than you can export to FBX your whole case made of one object only, no need to export animations : About your 3D model it has lot of edges and vertices that you won't notice playing game. For example : 1) in the corner one edge is not pronounced enought 2) the middle loops edges uses polygons and they won't be noticeable in game, or will your case be able to be opened ?
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Make a playground from primitives as "one big object"
YouGroove replied to Alex88's topic in Game Artwork
Classic, but missing boolean BSP "MERGE" should do this easyly without any empty script tedious tasks. Well just wait for some "cut" and "merge" BSP tools. -
What you mean by setting ? Like i said, you have just to attach the gun to the player hands by code. And chaging weapon during game is just loading another model by code and attaching it to player hands. ( This could be some gameplay tutorial request : switch weapons ; i'll see if i can find an old basic attaching code)
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They were established, nowadays, Cryteck, UDK etc ... are the big ones, and they don't use BSP. Even on UDK veteran 3D artists use BSP at minimum, all beeing models in AAA games. Lot of stuff would be a nightmare to make in BSP, modeler tools are lot more powerfull and have lot more tools indeed, but for indie people and small games, yes BSP is great. Yes BSP for indoor games mainly, beeing only in LE3 and just using BSP is fun indeed. But you'll have to use other software for 3D models like characters and props, and other software for textures. I agree i would like that cut tool also , and some boolean combine tool to merge BSP objects. We don't know when it will be released, i just hope you find a way to make your game meanwhile.
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I export objects from Blender to LE3 without normals problem (old version 2.49 and last 2.68 version) What version of Blender do you use ? What settings do you use at export ? Attach the object file here if you want i take a look.
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Perhaps when you check "normal map" on the texture properties, something or LE3 conversion has gonna wrong.
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Strange. Shader problem or normal map ? How does it woks if you use lightmapping shader instead ? Does static light on walls have same problem as dynamic ?
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Exporting/Importing Animated Model from Blender to LE 3.1 Steam
YouGroove replied to Arinthian's topic in Game Artwork
@Rick : I just tested, if you import some animated model, even without shader and texture, it will animate in game by code without any problem. --------------------- The test model is very strange , it's a cube with one bone and it's not real animation, it's just a bone scaling that scales the cube. I would say avoid bone scaling for characters, not good for 3D engines export in general. -
http://news.developer.nvidia.com/2007/07/dx10-lightning-.html
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What is exactly the problem ? a pivot is a pivot not a texture only. When you place a pivot on the scene, what you see is a pivot texture in the 3D scene.
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Make a playground from primitives as "one big object"
YouGroove replied to Alex88's topic in Game Artwork
I confirm the bug. Created a pivot , putting boxes as child and attaching a script to the pivot doing that : function Script:UpdatePhysics() local window=Window:GetCurrent() if (window:KeyDown(Key.V)) then self.rot = self.rot + 1 self.entity:PhysicsSetRotation(0,self.rot,0.02,0.5) --self.entity:SetRotation(self.rot,self.rot,0.02,true) self.entity:SetColor(0,0,1) end end unsing entity:PhysicsSetRotation : LE 3.0 crash using entity:SetRotation nothing happens Could it be a pivot or a cube as parent , it should work in both cases. ------------- @Alex88 : it can be frustrating to not be able to do such simple stuff using BSP, but i recommend you to simply use models instead using BLender or Sketchup programs for example. -
Terrain deleted from Scene tab, but it remains visible in 3D View : Even saving , reloading map , terrain is still here , but not in scene Tab ? start.zip
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Make a playground from primitives as "one big object"
YouGroove replied to Alex88's topic in Game Artwork
Is the script attached to your parent box , not to a child ? Try saving your cubes group as a prefab and attach script to that prefab. -
I tested several case and confirm the bug : solid go trhough mesh where there is more polygons. In fact LE3 don't work for collision against planes also, a volume will pass throught planes. You would need to make not a plane, but a volume like a big cube having the top face detailled and sculpted, it should work this way. Or you can use LE3 terrain to avoid that problem. I made a terrain using falling cubes and i got LE3 crash ?? I joined my crashing map, just dezip it to a new LE3 project , just run project. Important : This is LE 3.0 test, not 3.1 test. Or more simple , create a level with terrain, make a cube or cylinder with a mass flying above terrain, nad run the project start.zip
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A missile beam if we could say. You just need to create the missile at shooting canon when clicking on right mouse (or more optimized, show some hidden missile instead of creating/detsorying it) So show the missile at canon position, than move forward in player direction (PhysicSetPosition function), when missile has run some good distance just hide it or put it to a non visible position like (-500,-500,,-500)
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It's LE 3.0 demo . It should work with 3.1 and perhaps could be put in Asset store for new comers to download it. ------------- Other code request : -Lua save / load game file system (player items, player customisation like skin , objects etc ... ) - trail effect
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1 ) I don't know , but it seems LE3 to auto save your level when launching gemplay test. Or am i wrong ? Can we disable that ? For example you are testing and last tests you finally don't want to save all modifications on the map so auto save should be disabled. 2) Could it be some backup file for maps we are working on when opening a project ? I mean saving a game.map to game_backup.map when opening a project. This way you could do anything, even have a map crash, you would have your previous day work saved. Could be an option.