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YouGroove

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Everything posted by YouGroove

  1. http://www.youtube.com/watch?v=NeQ7Yocir0U
  2. What a person is making or has made is a secret until the winners are made public. We do this to ensure anonymous voting. Projects will be voted on based on the project rather then the maker of the project. Hard rule. If i ask 50 programming questions a lot related to a platforming/jump, people would know who is making the the jump/platform game Could we delay to August 1° ? One week is too much short, specially with dayly stufff outside of 3D.
  3. Another LE3 test : Others diffuse,normal map,spec shaders on floor and walls are not "shining like a santa tree but they are "lightmap" shaders what is not the same as dynamic also. I think it must be a problem with model and textures i htink. @Rick: Did you have a visual change like "spcular", with some models using normal map shader you used before ?
  4. @shadamar : A normal simple map shader will never look bright like that. Or it's a normal map shader with some specular parameters. Really strange what is going on caus looks really like specular indeed if you already played with shaders. A simple normal map only will never show such intensity "specular" like. A test in Marmoset : diffuse + normal map onlt (no specular) Super strange lol Marmoset is a reference among 3D artists. We can't be stupid and just say LE3 is doing wrong this time A test in noather super known 3D engine : color and normal map only : I'm lot more ok with that version where the light is going diffuse and normal map only. We don't have specular : this is what i wanted. Because of Marmoset test, i just can say something must be wrong ont the normal map or diffuse map (3D coat export SSAO and other stuff on the diffuse, is hould chek parameters and normal map rendering settings)
  5. What to convert ? my normal map is a standard normal map. I drag and drop normal map texture in LE3 and checked "normal map" checkBox, than saved the texture as ususal. And the main big problem is specular, i use a normal map shader noly , not normal+specular. So i expect the object to be normal mapped only, specially if specualr on properties of material is black color. I hope we won't complicate workflow with "work around" solutions ? I drag and drop the normal map, choose normal shader, it just should work without me doing anything else. this shader worked great on the past, when i tested it , why should it not work today ?
  6. I have a dynamic shader diffuse only material. When used in the scene, the model are not lit by the ligts and directionnal light ?
  7. I just updated. FBX drag and drop don't work. (i use Win 7)
  8. Well , i have object and i would want to use "pick" function on walls,floors etc .. Like some object glue, it should be normal aligned to the wall or floor you raycast. we get the Pickinfo Vec3 position Vec3 normal Entity* entity Surface* surface Face* face int triangle It contains the normal, how to apply the normal vector to the object (i mean rotating the object to the normal angles). Any ideas ?
  9. All is back to normal after LE3 restart. Strange seems problem with delete, put again on scene or because i deleted model from asset folder at some moment.
  10. yes , i also just experienced that importing a 3D model ( what a big regression )
  11. I have a dynamic normal map only shader. When displayed in material editor seems ok. But specular comes and is too strong on model editor and running the game ? In properties of material the specular color is black. So from where comes the strong specular ?
  12. i made 2 trees, placed them in the scene. Than run, and deleted them under editor, and put them again in the editor finally. they don't display in editor views, but appear in Scene Panel, and when running the game.
  13. @beo6 : Keep graphics minimal , but well choosen colors and textures (uniform).Small level , but addictive gameplay and fun.
  14. yes the kinetic works. But static, i don't seen real effect by increasing value between 0 and 30 ? or i miss something.
  15. Ok, i use a solid cube, and directly physics on it, no character controller at all. Perhaps i got something wrong ?
  16. I agree, for a kid not good and avoid intel a lot
  17. Laptop gfx cards seem to be hit and miss and just bad in general. I guess for me the ability to upgrade components is far greater than portability for my game dev machine. Nope , even myl old lap Top with radeon HD 7670, can still run not so old games iwth shaders or Leadwerks 3. It depends if you plan mobile little games , a lap top will be enought. Even if LE3 grow or have deferred, i hope in project menu the choice to make a deferred or non deferred game ! LE 3 i hope will keep running on low platforms, caus if you develeop simple mobile platforming game wihtout special shader and little games you should not need a big PC. You won't travel and have your tower PC with you every where, if your work makes you travel. Indeed i prefer to dvelop in my PC tower, more power, more fluid, but when i travel, the laptop is super usefull.
  18. I had that ".h" problem. 2 solutions : -re create project and copy assets and code -or seach Leadwerkssource zip file containing ".h" files and dezip it where the compiler asks in your project directory.
  19. Thanks Andy. I just had like you said to use local instead of global. I will just have to figure how ot keep camera aligned to cube direction ? i should find some code on 3rd person tutorials.
  20. Even put swept by code but object not so thin could go throught walls. Newton can be a good choice, just that you can have bugs like any engine.
  21. What values do you use ? Perhaps i must change it on the walls also ? Do you use LE2 or LE3 ?
  22. Ok , the game i plan is not character and pathfinding based , but physic based. Arcade futurist race game , space ships game etc ... I have a cube i know how to add a force. But instead of putting a force always in the same direction, i would like to apply the force always on the direction the cube (car) is facing. getRotation() ? How to use that vector for the AddForce() function ? Anyone have already tried that ? ************** This is what is lacking : High level functions of that style, some other engine have libraries ready to use with functions to call that such stuff. Would be good to make some for Leadwerks 3.
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