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YouGroove

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Everything posted by YouGroove

  1. Nope , sculptris reamins the same , same simple tools . What will matter is your ability to use it's basic tools and how to use them (flatten, crease ,pinch etc ... ) In the picture i posted, the doom marine remake, i use several objects instead of one only, it helps a lot , as you can sculpt body, legs, arms , head, waistband, gauntlets. For this you must learn how to Hide,select objects in sculptris. Dig youtube to find good tutos. speed sculpt : powersuit tut : sculpt : youtube.com/watch?v=bMizczExCs4 multiple objects sculpting char : animal : hero char making : dragon complete star wars char : Simple game character tutorial : Enjoy
  2. I made a Lua simpler solution based on shadmar post. Create a pivot attach sky script , put your camera on target slot, and that's all. Here is a Zip containing all stuff needed : - sky script (based on shadmar code) - sky shader (shadmar) - sky texture (don't remember who is contributor ?) -readme file http://www.megafileupload.com/en/file/449180/sky-7z.html I wanted to put it as some prefab solution, but didn't worked I hope LE3 to really evolve in the plugin way, as we could offer stuff you would just put in your project without worrying about directories and files.
  3. I saved a pivot and it's script as prefab and got LE3 shutdown everytime. I renamed prefab to ".old" extension no more problem. Here is the link to the prefab , just put it on Material folder of your project to have the crash appearing. http://www.megafileupload.com/en/file/449173/skyPrefab-pfb-old.html
  4. Yep. GUI is essential in games and so missing in Leadwerks 3, programming by hand GUI 2D stuff in render phase in LE3 is long to code and good for core programmers, not so friendly , really. There is some good multiplayer MMO cooperative action games with lot of menus , made on other engines, possible only because it was a complete GUI system and tools. Hight level features will attract more 3D artists, low level more core programmers,it's a balance to find. Even some engines move to hight level stuff , even to high level 2D tools to make 2D games based on 3D engine, so i would say to not forget the forget or underestimate hight level stuff and tools Anyway, only opening up LE3 to some script/plugin system will allow to go further in high level area.
  5. Shadmar : Great idea for camera, i didn't thaught on that as actually there is nothing , no gizmo for camera.
  6. I didn't see any download link in Aggror GUI post, so why to test it ? I won't make this system myself as it exist on two other 3D engines i use, just wanted to know if LE3 will push in that direction in the new year ? GUI was kickstarter part, but perhaps it was Agrorr system and not a new complete, yes i know a complete GUI system can ask 6 months and more to make it complete and up to date (3D GUI, shaders, editing tools)
  7. Made some tests with terrain. Lights placed don't lighten terrain ? or did i miss something. I used a layer with diffuse and normal map, but i don't see any normal map effect ? It is related to some terrain lightening problem ?
  8. For LOD, actually you can create your own system. NO LOD : draw character or structure with alpha fading when player is near enought That alpha fading simple solution is used a lot in Skyrim for example, and due to smooth fading, you even don't notice it playing the game. LOD : load your two characters LOD models, and switch/display yourself models depending on distance.
  9. Well a super missing component. Without GUI Tools and system non programmers can forget complex menus, inventory systems etc ... Will GUI and tools be planned for new year ? Could some system like Neosis be integrated ? (http://www.noesisengine.com/noesis_gui_features.htm) This lats one had already been integrated in Ogre3D for example : http://www.ogre3d.org/2012/11/11/new-ogre-binding-for-noesis-gui-available
  10. +1 indeed. Don't know how possible it is ?
  11. This is VC++ related only ? I have Lua project running, and errors don't delete the Exe file i compiled before.
  12. I feel quick terrain making, without hard work on level design side The actual slope system of LE3 terrain already allow to have different textures depending on slope what really speeds up the creation. Actually : 1) sculpt terrain as you want 2) choose two textures on two first layers, 3) Give slope limits for second texture 4) use big stroke and just paint second texture on terrain : It will be painted only on slope limits If you want to change a texture, just change it in the layer you want without needing to repaint it.
  13. @FlexMan : -For roads, you have just to flatten terrain or better use models modular pieces instead ( or let time to LE3 to have some road system some day) -For river , natural terrain is never regular, you should not have perfect regular height for river borders, so i don't think lot of people will use masks. Making rivers is not hard really with basic tools, but plaing good vegetation, rocks, making them unique is lot more work. Good game terrain you play on , is made with hard work not only repetitive heights : For your example island, it would be good if you use hieght painting mask to paint inaccessible or non walkable areas, than use a large stroke to sculpt up/down these repetitive areas. I htink what you want is some simple alpha mask for height sculpting finally ?
  14. Rendering solid lightened terrain in top view to place quickly game units for example. But yes, i don't need it myself, and industry designers working on terrain indeed just work on 3D view mainly. (Some buttons to quicly rotate 3D view camera to top,front etc ... could be usefull)
  15. The gizmo projected on terrain is wrong when the mouse is positionned on terrain cliffs : (The capture didn't took the mouse so i drawn it's position) It's also wrong in that case :
  16. I tested on other engines , if you choose multiple views, terrain and stuff are displayed. In LE3 working in single viewport, if i choose from 3D to top view, i see no more terrain, as we expect as top view is just a camera angle. All views should display same information. Indeed that's really weird without terrain Industry 3D level designers work in full 3D View with terrain, and switch camera to top view often. The top view is usefull a lot indeed, so just hope LE3 to display terrain in top view AT LEAST ? Or some option to instantly toggle 3D view camera top top view and back toggle ?
  17. All is fine, as i copied OpenAL dll it didn't worked, i installed OpenAll by installer and now worked.
  18. yes it don't work no more unfortunatelly Here is some other good link : http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html Version slideshow faster to read : http://fr.slideshare.net/JoelBurgess/gdc2013-kit-buildingfinal
  19. Thanks. Last time DLL copy didn't work, now googled and found some OpenAL installer. LE3 now just runs fine in the laptop like before.
  20. In fact it fails to initialize sound. I used LE3 in my laptop already, it just didn't work no more after my re install of win7. What is specific with LE3 and sound ? what does it needs or what i must install ? I run other AAA games, 3D engines, without any problem
  21. Just tested quicly new terrain system, i have some questions if someone have some answers : - No specular maps on terrain. It is planned, possible ? - Is texture splatting planned for next versions ? You choose any texture and paint it anywhere on terrain chaging it's rotation and size any time. From workflow view, be able to import jpeg,tga etc ... textures directly for terrain would help a lot.
  22. I'm just using another 3D solution for another FPS mobile project needing character controller Character controller is some core feature of 3D engines, why letting it broken ?
  23. Some basic stuff continues to be so missing ... Let's wait after 3.1 to see what is the roadmap and if it will be place for suggestions to become reality ?
  24. Goog. It is character for a game , or just practice ?
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