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Everything posted by YouGroove
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WIth Blender i use also as main modeler/animation program, you can export to FBX could it be Blender 2.49 or later versions. Yep LE3 have "obj" in the import menu but that don't work strangely.
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It's super basic, super missing when you make complex levels. You have that in any even open source 3D editor ... why not LE3
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+1 for animation play.
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+ 1 in priority ultra missing basic stuff.
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We are aware that LE3 is a mega amount of work,specially with next upgrade, Linux, and all platform bugs also. And not all suggestions can be taken account indeed. But i agree with Agrorr. Even refining some stuff would only benefit Leadwerks 3, it's from tiny details sometimes that some programs make that people love them For example i use Blender mainly, but i switch often to Silo, caus it is better in terms or manipulation/gizmos, its' more fluid viewport, faster, a pleasure to use. LE3 have missing general stuff, even some essential if you make a serious bigger levels. Using different even open source 3D engine editor, is that an important factor can be how you are easy, and have fun with the editor. Comparable to Blender and Sketchup, lot of people will have fun and will make good stuff with Sketchup, and Blender will remain for skilled people and 3D aware people Some 3D engines, know that and made efforts to become more intuitive, more easy to implement basic stuff (UDK matinee , Anarchy etc ... ), so they don't attract only 3D core people but also new comers. I suggested Gizmos/camera etc ... but in response , it's like that and we must use it like that. No problem on my side, but for people using LE3 only im' not sure this will be always ok ? Perhaps some solutions : 1 ) Open editor : Could it be script or C++ or Lua , if the editor could open features to people , some of us could develop the missing suggestions. But it would resolve only more hight level missing features 2 ) Rating system, or before some upadte monthly put 5 to 10 suggestions that would be brong to next update, i mean suggestion not hard to implement could it be some select feature or snap feature or editor specific display etc ... I would have an impossible suggestion LE3 to have a new modern interface with drag and drop features, panels we can drag anywhere, and custom panels. *********** I can't do more Agrror lol Already suggered stuff, but LE3 has it own strategy so try to do without suggestions for now.
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Tested, but doesn't seem to work. It's not a character in fact. I just need a box or cylinder on a floor where i can apply forces to that box to move on the ground box. Than i will replace the box by some model later. Must we place a mass on the ground box (scene) ? perhaps no ? caus if i apply a mass the box ground just falls down. I do all that way , caus won' t character controller as i plan specific motion could it be 2.5D game or space ship.
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It is possible to have a box for ground, and a box that would be a character. Than apply simple physics on the box character ? I put physics on boths, but box character go trought ground box ?
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Thanks Rick. It was under "light" panel.
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Or am i missing something ? Range should be in general parameters and could be changed by using scaling tool.
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I played FPS, , but today i'm just ultra borred of FPS games and their free violence. Appart from that , indeed WW2 , please not a thousand FPS game about WW2 or War lol And it will be hard to compete with old low budget ones, but hard for indie peope to make such quality old games : - voices -music -sounds, - animations - AAA 3D assets -interface -solo story -multiplayer ... I would say go original., a totally other period or country. Bring original gameplay : platforming, powers (make appear some energy wall front of you ... ), ally robot etc ... There are some quality games on indieDB you could join their team ? Some FPS i really like is Borderlands series (RPG elements, tons of weapons you find, cartoon touch style, quests). I would like to see some Metroid style game also, Turoks on N64 was good also. Well i mean more originality, original worlds , original gameplay, original graphic style, and mix of adventure/discovery, puzzle, not only fights. http://www.youtube.com/watch?v=eJqgE_W9f6M
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Good point.
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If there is another , easier way to do that, I'd love to know! Is it offroad racing ? 50-200km : will it won't be boring for players ? 10 minutes to finish a lap ? I would say make racing circuit shorter.
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Z rotation of Directional Light?
YouGroove replied to Andy Gilbert's topic in Leadwerks Engine Bug Reports
I think it's fast and low cost shadow system , less intensive than 3.1 ? Better for mobile to have the option to keep that low shadows, even for indie PC games. -
Awesome. How are made buttons ? 3D planes ? Could we use our own alpha rounded background image for buttons ?
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yep a texture projection , no need to calculated anything, that's way lot of games do for flashLight.
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Should be almost 100% with Opengl 2 ? And someone said LE3 had fallbacks in case hardware would be a bit old ? If you don't use any shader, just plain colors or hand painted style game (allods mmo , city of steam), should be bad to require shader model 3
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I'm okay with that; i talked basic streaming : Just load me all models i put in that zone Entity management and zone changing if it could happen in your game won't be programmed in the engine, and the points i pointed are not work arounds, they are points used in such big world games. If you keep it MMo , NPC return to it's position if it pursues yout too far , you won't have any NPC problems and the engine will have just to do basic streaming. I don't plan a game using streaming, i prefer zones. It was just some idea if LE3 one day would need new ones. *************** @ tournamentDan : Good didn't know i was GPL license. Anyway how to manage pathfinding collisions with such big worlds ? how to edit big worlds like that ? Can you place grass, rocks, building, characters without going to 0.005 fps per second ?
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Do enemies belong to zones too? You place it on a zone, so yes it is attached to it. 1)During game you see nearest zones, The ennemy should flee away when you go too far form it's initial zone. 2)Or if you want other system : your game would just save last ennemy position in the last zone you seen it after you flee from it. So ennemys would be saved and attached to the new zone. Seems like they almost would have too because they couldn't do stuff if their zone isn't loaded. If the zone is not visible,not among nearest visible zones, you won't manage the ennemies and don't display them like. If so what if I have an enemy tail me outside of it's zone and it's zone gets unloaded, does the enemy then get unloaded also? Depends on you way of managing : - Keep it attached to it's inital zone, but could pursue you anywhere , any zone during your session gameplay. - Make it flee away automatically if too far form it's zone - Let it pursue you and if you flee/hide form it, it will be attached to the new zone where it is actually (a save position) So you'll have to manage NPC zone changing or not dpeending on how you want it. If not, what if they finally lose aggro (imagine MMO) does it go back into it's zone which doesn't exist anymore? -You do like you want, leave the pursue after some distance from it's zone like mmos. - Follow you and each time it is in a new Zone , it is attached to that new zone. Some games have some AI travelling LOD : - you meet NPC he says he goes to a moutain and tells you to follow him or meet him in that mountain. You can run everywhere on the world map, as times goes on, a process calculates each 5 seconds where should be the NPC, what distance it should have reached to the precalculated path to the mountain. The NPC can be on zones you don't see caus you ran very far away, but the process continues to calculate it's general moves. Same for your NPC and zones, once the NPC came back to it's original position , no more need to calculate travelling. I would say Rick : Make it simple lol FF12, FF10, Tales of Visperia etc ... have world made of zones, and monsters pursue you if needed only on the zone where you are. ************** @tounamentDan : Even with among best 3D engines on the world : Crysis, UDK ... even like that indies just toy with them, you won't find big incredible games. So even with super forest system and terrain , i doubt indies will make Skyrim You can mod Skyrim already, but didn't seen anything made by indies and modders blowing me like original skyrim game But good point, perhaps a future LE3 special terrain features inspired by that video ?
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If the market you are trying to get into is fairly closed off and not indie friendly I don't know, but XBOX 360 have a huge list of game in the "independant" category, and believe me a lot is **** in graphics or too much basic games, ortoo much little. For PS4 , OctoDad made with irrlicht engine, jus show this is possible if you have an original and cool game with good enougth graphics, they already sold it on other platforms before porting to PS4. No need to try to make Skyrim as one lonewolf indie to go PS4. Microsoft ,juts loosed lot of credibilty with their last super closed Xbox system, even Edge magazine show that lol So i don't think XBOX one to be good for indies ? we will see ? X360, i don't know how to publish as indie ? what is required ? but seeing all **** and not so bad ones, should not be difficult ? Windows Phone ? why not if there is enought people asking that for LE 3 (i smell some future kickstarter ?). I would say to make your good super game and talk portability after, before you finish it, put it on some PC platform to sell it, advertise it, it will be lot of months or years ************* @tounamentDan : Medicrity as nothing to do with console porting a game; it just have to do with what game you can produce. Even MineCraft is not medicrity at all, old 8 bit graphics, millions of people that like the gameplay, even consoles asking the porting. I would say, show us a mega demo of a super game with LE3 you made on PC first (than we will discuss porting to consoles ...) *********** Console support for LE3 should be great. The easy one seems PS4 it seems (opengl), like Octodad game ported to it ? or am i wrong ? Xbox is DIrect X , it could be a mega amount of work to write LE3 that way perhaps ? (Specially if coding is tied to OpenGl too much) But again if it oculd be done by someone else, why not ? It's not so easy to find the good balance, and perhaps LE3 would need lot more mobile and PC/Linux games before going consoles ? more editor tools and helpers to attract more 3D artists ? But beware, Shiva engine example : it had lot of platforms, but never reall took off. Not enought advertising ? not enought games perhaps also.
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Textures issues after jus update
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
Maybe you have somewhere in your Code SetDebugPhysicsMode enabled? It's a new default project without any coding i done on it. I should not have to search on code or menus what is wrong, the project should run before the update. **************** Ok found the problem : Creating a camera and level with the bugged update will stay bug when running the level, even running it with the last update that is ok. I have the last update, and creating a new level and camera in the editor just works as expected now. It must have been the "physics debugging on the camera" that was on the previous update and removed from last update then. Ok all is back to normal and fine now , this is what matters -
Textures issues after jus update
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
Yes for prototyping this is a camera placed in the editor. I updated with lats update, even now just at same time writing the post. I deleted the camera, and created a new camera in the editor, but the bug remains ? ok let's wait for some future fix on that. -
Textures issues after jus update
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
Even dynamic shader on BSP don't work ? -
Just done last update. I simply put developper textures on the level, and at runtime, the textures looks like empty normal map ? And the shader is the one of he default material : diffuse lightmap Does anyone have that problem with lightmap diffuse textures materials ?
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I odn't know i had that ? (import existing Darkness project perhaps ?) Could it be Project Manager to be smarter and not allow : import or create a project that already exists with same name and in same folder ?