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Everything posted by YouGroove
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Alpha Transparency on Animated Meshes Question
YouGroove replied to Interference's topic in Game Artwork
The parameters you used are perhaps for the full object and not for alpha on diffuse texture. You are asking diffuse+Norm+spec+alpha shader at final ? like for plants having normal+spec+alpha ? -
Yep, Rigify is different from simple bones, and i htink not compatible with simple bones system, even with others engines the import will fail as what is imported for most 3D engines is bones and not a special animation system and features. In Blender you have some mirror bones feature and rigging is not so complicated. You can find some auto rigging tools for Blender Mirror
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In Lua there is some neighboor function that do the same.
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@interference :T Thanks for the tip i didn't know from rigify was possible even if i don't use it. Some export problem or polygon topolgy on your model. You can post your mesh without textures if you want us to take a look.
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[Steam] Strange visual effect
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
Yes it was driver related, i updated the ATI driver and it corrected the problem , so all is ok now We can close the thread. -
Could it be on the editor or in game i got that strange lines that are always in front of camera. IS my GFX card too low : AMD Radeon HD 6700 series ?
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Nope caus i lost my level , but it will be redone in 3.1 with better graphics and combat system.
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- In the 'Scene' tab, a feature to double click on an item in the list, and make the cam (in perspective mode) focus on that particular item. This would be very handy to quickly find back any particular object/item in your scene. I agree this would be usefull, instead of having ourselves each time moving camera to the object to be able to select it.
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We should provide a FBX Wiki really for new comers and non 3D artists. I agree, but if rigify simply create normal Blender bones only it will work. FBX export from Blender to LE3 won't work with special animation features and tools that are not simple bone system. In object mode , just select your character (not the armature) and choose export object to FBX Like ChrisV said : NO Check my old post for export settings : http://www.leadwerks.com/werkspace/topic/7723-fbx-animation-range/ I found that settings on BLender are needed or you won't export the whole lenght track containing all animations. Here is how i do with succesfully imported FBX characters : 1 ) In Blender , i have all animations in one track, and import the model in FBX ot Leadwerks 3. 2) after import in LE3 model editor : keep sequence 0 untouched because it is the base containing all animations and you'll extract each time your sequences from that one. - Select sequence 0 : choose extract seuquence to create a new sequence 1 named it idle or whatever , than specify frame start, frame end. - Again select sequence 0 , than do same steps and choose others frame start and frame end. - repeat same step as many sequences you have to extract ( At the end you can delete the base sequence 0 or keep it.) ------------------- Here is the example of character using special animation control tools that fail to import caus it is not bones only ( failed for me at least). Here is a character using simple normal bones and that is ok when importing in LE3 : (For rigify, it is to test if i can find some rigify rigged character somwhere)
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Yes, this thread should be moved to "programming" instead. I missed this old one script, i'll give it a try.
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Could this lib be used for GUI in LE3 ? http://www.sfml-dev.org/index-fr.php
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Well just asking if someone have some math cone of vision for NPC seeing or not the player ? A simple 2D cone of vision on XZ plane. For example NPC can see player if player position is between 80 and -80 angle degree.
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It would be great in the future to have ready to use scripts for camera like actual 3rdPersonFollow.lua ; but also TPS.lua and FPS.Lua we could just attach to some camera. We have some great tutorial on TPS camera from Agrror; the problem is this is not generic as the code is on App.lua and uses some App.lua stuff, this script can't be attached to a camera.
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[ScaleBug] FUSE to LE 3 Materials Problem
YouGroove replied to DudeAwesome's topic in General Discussion
Strange i changed the code as shown on the shader on vertex part and OpenGL 2 and 2.1 code. Resized model to 10% in model editor, the problem is still here ? -
In LE3 editor : -right click on models folder -> Open folder - On this windows explorer delete some MDL file : for example Delete NPC.mdl - Then in LE3 editor choose menu -> Import NPC.fbx It should import directky NPC.FBX as it has been deleted, but a dialog box says the model already exists and if we want to overwrite it. It must be some refresh problem.
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[ScaleBug] FUSE to LE 3 Materials Problem
YouGroove replied to DudeAwesome's topic in General Discussion
This is a bug even on Leadwerks 3, in fact my re scale didn't worked well ,perhaps models not saved ? I rescaled to 20% under model editor and the character normal map looks bad in the model editor already. This is a general LE3 bug i think. Very strange because rescaling at a value of 50% , it works great ?? Must be some LE3 problem with small scaling value like around 20% -
[ScaleBug] FUSE to LE 3 Materials Problem
YouGroove replied to DudeAwesome's topic in General Discussion
I tested rescaling your model in LE3 model editor and used it in game withour ANY PROBLEM.in Leadwerks 3.0, rescaling works great. You must have some problem elsewhere ? -
[ScaleBug] FUSE to LE 3 Materials Problem
YouGroove replied to DudeAwesome's topic in General Discussion
No problem with your model at all , i work with LE 3.0. You put only two materials on your zip (and they didn't had no dynamic shader selected), i had to create other missing materials myself. All your normals maps are ok. In game : Even rescaling model to 0.5 i didn't had any shader problem all is fine. Some suggestion : - Your specular maps are almost full black color, so they are useless as they will not make any effect in game. So better use normal map and diffuse maps only and it's a faster shader than the one using specular. A problem now : - Eyebrows are solid polygons , looks bad when camera near, they should be separate polygons and use instead a diffuse alpha transparency shader. Last point : Your model is exported from a tool, not a modeled character from a 3D artist, so there is lot of unecessary polygons, quads would be better also. If it is your main character i could say ok , it's next gen character, if you plan to use others characters in the scene i would recommend you to use (or buy) models with less polygons or you'll waste lot of processing power uselessly. Example : Sintel character from Blender project : looks as good almost as yours , but uses lot less polygons, so more fluidity in game. -
Navigation is for NPC not for player, in WOW the ennemies pursue you by running on ground they don't jump, they could use navigation without any physic caus no jump. If your RPG don't have jump abilty : diablo and others style games, you don't care about physics, gaining 100 FPS in navigation from CPU would be great benefit in lot of cases. One big thing is that you could TOTALLY get rid of the first person controller, so you could make a ball, or cylinder OF ANY SIZE (that would be the character collision obejct) that would just follow the navigation path. NO more strange FIXED character controller size, specially when your character figths and walk against some giants bosses.
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Not only me , all people and non programming fans, that could expect having a ready to use GUI system like (lot of) others 3D engines available. Betting on user solutions is not always a good point. Bad point if the user leave his tool or engine and if there is bugs or missing stuff needed (something that happens a lot) Good if the user product reach a good stability, maturity,some games have been sold using it,and where there is docs and tutorials, but this happens more when this is a sold product that sells well, where the author put more effort on it. That's why some "official" solution indeed would be more stable and not let down as part of the engine.
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GUI is something available in any 3D engine , even super old 3D engines with good GUI systems.. Will it be any decision for a GUI system after 3.1 or will LE3 will remain without official GUI support ?
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If you make some RPG, with characters distance management, world of warcraft (no physics, even characters passing throught others) or even more simple, believe me you don't care at all about physics. And such big performance improvement is just lot more power saved, specially if your game already takes lot of CPU.
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Could it be to add wiki to LE3 site , would benefit everyone and any new comers.
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I think, you should animate your model character, but keep not animated the bone you want to control by code. Animate the whole character except the arm or torso for example. Each frame setting the rotation by code should indeed override the actual animation playing. Do you set the rotation after calling AnimationManager ? Once character animation has played (is set) ?