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Everything posted by YouGroove
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I have a character object and some hair object. I want visually place a pivot in the character model: i must make a prefab containing character and pivot ? Now how to say place the hair object at pivot always ? Make it child of parent pivot object ? Can it be done visually , it's possible in Unity and other engine to do such stuff visually (i can give a youtube link) Must i use some script and target , than drag hair object on the target slot of player script ? Something like that is possible ?
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Your right, no movement with two objects. So it's a bug ? As i would need this functionnality with two ojects : moving the parent object would automatically move/rotate the child.
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Ok i understand better : Each model piece will receive 4 lights, so many pieces, mean each one many lights. Great, i like that LE3 dynamic lights system.
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Save/load animation sequences. I put lot of time re importing each time FBX model, because each time you re import, YOU MUST RE DEFINE animation sequences. So why not having a save/load in a file, some export/import of animation sequences (that's just number of frames actually) Caus if you need to change only one animation sequence, make it more longer or change the character FBX model in your modeler, when importing it, you have AGAIN TO REDEFINE ALL ANIMATION SEQUENCES. Thta's super borring and painfull workflow, specially when no animations have been changed or only one or few. Animations should be independent on the model mesh, from a model viewer perspective. this should be two different data, even if attached and reunitde in the final MDL LE3 model.
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I don't understand, all dynamic lights and torches we can switch off and on with powers, It seems we see some 10 lights at least at same time. What is that rendering ? not lightmapped as it is dynamic. So how can we see more than 8 lights limit hardware restriction at same time ?
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Would it be possible to change model settings after importing it ? I mean give it offsets. For example it is under the floor, no need to use your modeler, you just change that offset in model editor. Same thing for rotations. Not essential, but could be usefull some times.
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Yes you import a model , actually no way to see it's center or where it is positionned compared ot (0,0,0) origin. Possibilty ot have a grid display , would be highly valuable.
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I have a BLender character who have the belly at origin center (0,0,0) in Blender. Importing it in LE3 , indeed it is under the ground,so after import i just position it above floor. Putting character controller physics, the model still sinks in the ground because it's center is it's abdomen at (0,0,0) I tried to change physic controller properties : Physic panel -> Shape offset I tried to change values but it has no impact, character continue to be sink on floor. Shape offset goal is to move collision up/down ? why don't it work when i change Y value ? Or did i miss how it works ?
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Model editor animation removed
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
Yep, we should even NEVER Access Animation0 or total imported frames, they would always be here hidden, and you will always extract from that base frames. Hope to see that evolving in some next update. -
Already lost so much time trying different values for walk, idle, run speed. 1 ) Ability to define speed of playing animation inside the model editor , and it would just be played at that "base" speed when playing animation in LE3 Engine. I say base , caus you could alter this base speed for gameplay (time slowdown, replays etc ...) 2) Abilty to Loop play animations sequences in LE3 editor, and define them as loop or not loop 3) New animation system in LE3 model editor : Ability to define, animations transitions and how fast they play 4) ability to name animations with names instead of sequence 0,1,2 etc ... We could enter : "walk" , "run", "idle" etc .. And juts call these animation in code with one command, it should play with basic speed we should have defined in the model editor 5) States in the code are so repetitive to write and manage. The model editor would create same states as animation names we would give to animations : "walk" animation would create a "walk" state automatically And we should be able to modify states names if needed. 6) All that : -animation names -animation speed -animation blending speed -animation loop -animation state All that variables would create automatically when saving the model , a Lua file to import like "CharacterNAme_Variables.LUA" We would just imported that definition file in the script that controls the character. That's named today workflow .
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I seen openAl.dll on system32 and the 64 bits directory. Strange ?
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I have all animations imported in LE3 along some 248 frames (LE3 bug not allow more frames) If i stay on animation 0 : total animations , if i click on extract animation to extract walk animation : it creates squence 1 : walk If i remove sequence 0 there is no more ways to extract animations from the character i imported I can only extract animation from sequence walk (that has becomed the new reference sequence 0) All imported animations should stay in LE3 editor, and not removable, and hidden. Then you etxract any sequences you would always extract sequence from the total animations frames you imported originally. You should always extract from imported total frames.
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YOu mean : yes it had a sexy interface, LE3 would need some serious interface revamping
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LE3 don't want anymore to work on my laptop. The log says : FAiled to initialize sound device. It's super approximative, could it be possible to have in the future a better detailled errors on log ?
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After learning LUA scripting all night, I won't produce quality 3D art or great gameplay, but... COUNT ME IN.
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On my laptop, that have two chips : Intel + Radeon Before i had the good software , only Intel was processing, it was super slow with the game Tera , but at least i could all shaders and advanced graphics. So yes , not fast, not enougth powerfull, but Intel chip supports all shaders and advanced graphic features on my LapTop. Like you said, it must be specific OpenGl LE3 uses i guess.
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RE installed LE3 on laptop : i think i found : What is used for sound ? i see no librarie name on features of LE3 or elsewhere ? LE3 runned in the past on that laptop, it seems something is broken for sound, it has been changes since.
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I guess : Add model1 Add model 2 Parent model 1 to model 2 Attach a script to model 2 to move model 2 using keyboard. Running the game model 2 moves, but model1 don't move. And model 1 should move as it is parented to model 2.
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Yeah, in fact even by watching others engine : "how to" tutorials, like howto make firing bullets, these ways of doing are appliable to Leadwerks 3. What will change will be the code or some specific stuff in 3D Engines.
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Problem solved. Trying other Blender version, other exports, finally shader is like in the model editor. Anyway that's tsrange the model editor can be good and it can be bad ingame ? Is model editor not using a real engine viewport ?
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Good article. http://chrisholden.net/tutor/modular.htm http://www.brameulaers.com/tutorials/generic_wall_tutorial/generic_wall_tutorial.html
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@gamecreator : You should dig 3D Coat one day, you'll see it's not super complicated to have a basic rock by assembling some rock voxel model, sculpting them and use masks to generate noise or use alpha rock texture to sculpt details
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Javascript is great, i used C# with Mono , the progamming was the same in fact, same functions to call like Leadwerks 3, you have already the game framework with C#, you can fill start, update and other functions. Nevermind, Lua is not so complicated at all. LE3 will just need concrete working Lua examples for different stuff. Actually only darkness game provide stuff. You want some 3rd shooter, there is no bullet move/collision code and simple shooting AI for NPC, we could need some super simple Gears of War example code indeed in Lua. And other style of game code should be helpfull. Actually, is make all yourself, caus LE3 is programmer centric mainly. That's like that What is lacking is also is some good IDE for Lua with autocompletition, that could automatically propose new functions with new coming features.
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I run AAA games, other 3D engines, but not LE3 on my laptop. So yes there is strange LE3 pre requisites on hardware.