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Everything posted by YouGroove
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Why closing first same error i reported ? I just updated some hour ago, i made a cool terrain with textures, i just opened LE3 again after saving level previously and closing Leadwerks 3. I re launched LE3 , it loaded the level, but terrain is simply flat : The heighmap is loosen once again. All my work is gonna
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-One directionna light on terrain works as tested after updating. -Speed sculpting is fast now (what is the update or because working on PC tower instead of laptop ?) Well sculpting is tedious having to switch on menu each time : sculpt/smooth, so : - Press "shift" key will go in smooth terrain mode like modelers and other engines
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I just tested and for example what is now correct : -terrain gizmo is correct now -At least one directionnal light affects terrain : it was so much missing. I recognize even if we have features eralier with problems, each update correct important stuff and make LE3 evolve better. Even terrain is good enought now with directionnal light taken account (only strange multitexture shader annoy me )
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Yes after a good use, some good tries, here is some feelings and feedback. Don't take it bad, it just reflect some headhaches i had on some stuff what is really lacking : - Editor refinments (uniform scale, camera gizmo and direction, child objects modified as parent etc ... etc ... ) - Terrain directionnal light for openGL2 is missing , actually no lightening (and actual multitexture shader is strange ) - BSP booleans, BSP UV scaling on all faces at same time without having to select you 32 faces one per one , and lot of usefull needs posted on suggestion - GUI is essential for games, and LE3 has nothing for now. - Terrain is too basic for eye candy PC games : no grass and terrain paint like LE2. This is so much missing. - And some good bugs appear from time to time to block you on standard stuff (like the last terrain bug loosing the terrain heigttmap just blocked me). - I am aware new rendering is on the way , and Linux, but why no idea or direction on what to do with Blender ? - It lacks all around tools and plugins you find elsewhere on others solutions, again when could be planned custom scripts running in the editor ? Well i feel lot more like some beta tester reporting bugs each time i'm stuck, for a beta product. That's not the case in UDK or other indie package, the standard 3D features and more are reasy to use without problem. Even for making some mini game i got stuck each time, it was some blocking problem, than character controller , now it has been terrain , what will be next ? And suggestions are pick up from time to time, even strong needs to make world editing easier are forgotten lot of times, at least it should be a marking system to say : OK that important one is tagged to be done someday. LE3 has some good things, but they are unfinished and buggy, it just needs lot more time to become complete and stable. I'll just wait to see what will be planned after Linux and OpenGL4, caus i wait more for better refined editor, better BSP (boolean and others) , better terrain system, and open editor system indeed. I just let down terrain and BSP use for several reasons or bugs, but i just keep going on with LE3 on some Mario 64 game like, nothing extraordinary.
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Some stuff really missing - Press "shift" key will go in smooth terrain mode like modelers and other engines - One directionnal light at least is missing actually in OpenGL2. - faster sculpting speed or force : actually in force = 1 , this is very slow to sculpt heights fast - not possible to sculpt holes under Y= 0 ? why ?
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Actual shader terrain is "special" in some way. It is said that in far view the texture becomes some pattern to avoid texture repetition. Can be good with some textures, but turns bad when you don't expect the shader working that way, but more standard texture display. Could it be some option to choose if we want NORMAL multitexture , or this specific shader ?
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And a big one this time. I can't imagine working on a serious game for production, putting days refining a big terrain, adjusting heights painting it, placing objects on right heigths , than loosing all work I simply switched to another project. And going back to terrain project, loading the map, the terrain is simply flat now , all heightmap data is lost.
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Some page from a great 3D artist, you can find detailling about some great BSP levels. You 'll see on the page : "click to download PDF". I can say it is a good doc showing how important is taking lot of references before making the level. http://www.habboi.co.uk/
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Mario 64 like latform protyping using BSP only.
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Making a new project, adding BSP model it will be textured with the last used texture in previous project. This is some cache memory problem ?
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In scene view if we have a model or BSP and a child object, it would be great if moving the parent would move the child. Actually it's not the case and you have to select all childs manually (So much missing basic stuff)
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So nothing planned ?
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The texture by default was too big, i need it more repetitive, scaled down. In Leadwerks 3, no choice you switch to polygon faces , than have to select each face each time and scale down texture. This is super tedious and long work , i can't imagine on complex scene or object. CSG would need to be able to scale down/up texture on all object at same time in X,Y or two texture dimension at same time.This is really lacking.
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CSG editing in leadwerks 3
YouGroove commented on Andy Gilbert's blog entry in Leadwerks 3 Experience
It works, that's a way to decompose prefab to simple BSP indeed. -
Prefab shuting down LE3 (exception violation error)
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
I got it even today, so i really let down prefabs once for all -
A better view resuming the problem : In long range , the terrain texture is zoomed a lot than mixed with the same texture at normal scale.
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i have two simple diffuse textures without normal map. In close view all is ok : When camera is more far and in log distance view the texture is like Zoomed and mixed with non zoomed texture, that's super weird : you can see it's like the texture si super Zoomed and uses non zoomed version as some mask or pattern. What is going on ?
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I tested your demo. All is ok, no collision problem anywhere even on terrain.
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Yes documented by people finding undocumented commands. Its is not the goal ?
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CSG editing in leadwerks 3
YouGroove commented on Andy Gilbert's blog entry in Leadwerks 3 Experience
@knocks : This is not auto reloading the subject, but more is BSP a good alternative to modelers.And mainly for non modelers lile pure coders that find BSP more easy to use than using a modeler and it's tools. @Andy : Have you tried google Sketchup ? I bet you'll go lot more faster and easy than BSP. I really recomand it for totally new to modeling or non modeler at all Sketchup cylinders are high def, but with right click you have a dialog to change side values number for cylinders. -
Some free wiki system could really help. With some category like : "undocumented commands"
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It terrain actual display suits you shadmar, this is cool. It's a suggestion, and i could show some renders on another engine to just show how it looks better ? Whatever suggestions are suggestions only.
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CSG editing in leadwerks 3
YouGroove commented on Andy Gilbert's blog entry in Leadwerks 3 Experience
LE3 generate one lightmap per level. IF it could evolve and lightmap models and BSP in a separate texture (you would just create some prefab and check some option like : lightmap it), than yes it would be possible. BSP UV editing : - simple stuff ok - complex scene, and UV need : some things are impossible, manipulating UV with menus and buttons on BSP becomes a nightmare, you are far from modelers visual UV editing. BSP modeling: - easy objects : OK - advanced models and complex indoor : without booleans too much complex, merging objects as one is what lacks a lot in LE3 actually. I would say , if BSP system evolve (visual UV mapping tool, booleans) than it would be a solid alternative even for 3D artists. Actually you'll do faster/better on a modeler -
I don't see the point. Most interesting PC games and indie ones are mainly on PC and steam not in chrome or other browser.
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Like gameCreator said , going complex, and needing UV control with texture covering several model parts, nothing will beat a modeler like Blender, Silo, Modo ,Cinema 4D and others more expensive like 3DS MAX or Maya. Blender is free, powerfull it's my main solid modeling program, and animation system. You can try Sketchup that is just awesome and easy, and can export to collada. Blender can import Collada and export to FBX for Leadwerks 3. Caus sketchup models have duplicated vertices , so some Blender "remove doubles" and export to FBX will help performance. You have all beginners tutorials about Blender in LE3 tutorials section.