Jump to content

YouGroove

Members
  • Posts

    4,978
  • Joined

  • Last visited

Everything posted by YouGroove

  1. I don't have tried it, but does Navmesh works on models ? I mean a level made of models ?
  2. Hummmm almost 16500$ and 29 days to go. Keep up coming and the effort Linux people, it's almost here
  3. It seems you can't sell more than 10$ on PC with no license, too bad caus good indie games is more some 15$ and more. I seen no game in that case with that engine .... strange. ******************************* There are some things in the Editor that are pretty close to the LE3 Editor. Yes, and i seen serious bugs, even without responses on their super empty forums ,and yes License for PC is miles away for what can pay indie people. Their editor have lot of good ideas for future upgrades of LE3 : terrain 3 way mapping , or streaming, and other stuff. Good ideas for some LE3 future upgrades
  4. Ability to create in the editor : trigger box or trigger spheres. It would just be some point with a name and properties like center radius or dimensions. Instead of creating by code we could create them visually in the editor, adjust them. Than just references them by their name to use them by code. Tbox = getTriggerBox("BoxT1"); if character is in Tbox : change camera() etc ...
  5. Another feature for LE3 when it will be complete and if people would need some features ideas to implement : A zone streaming system for big worlds games only. Ability to define a zone with delta distances : - near the zone ! zone loading if it remains stuff to load - a bit far away : zone loading in background - little more far do nothing - far away : unload the zone
  6. Perhaps a future LE3 component ? Used in Guild wars 2 game, even for swimming underwater navigation. License could be adapted to and indie 3D engine.
  7. Strange i see normal map color in your running window. Can you upload somewhere materials and textures i'll give it a try perhaps if you want ?
  8. Is your shader containing good textureson good slots ? Have you tried just diffuse shader ?
  9. I would like Josh to tell us what is going on with LE exe names ? Will he find the mistery ?
  10. It will remain bugs, editor refining, some missing stuff we ask on suggestion forums. If LE3 don't plan additionnal visual tools ( physic visual editing, special animation tools, etc ...) would mean more time for other stuff, why not , it would be possibleto bring new playforms but like said it must be enought people coming and asking. Why not some future PS4 support kickstarter
  11. For PS4 : just read that : http://www.leadwerks.com/werkspace/topic/7069-look-like-sonys-playstation-4-is-running-modified-freebsd-9/ I don't know , but multiple platforms can become problematic and heavy. LE2 and all it's languages just showed it begun to be lot of work. well perhaps bringing new platform will be just : Make some bridge to create exe for a specific platform; llike Android. In that case why not.
  12. YOu don't understand, you just need a distant Mac, could it be a friend letteing your compiler access it's mac. It must exist some Mac access even if you would need to pay a little i think.
  13. In the editor when you choose "import" on menu , in the list of supported formats you'll find "OBJ" So the menu import menu listbox is wrong.
  14. LE3 is buzzy i think with Linux, Steam, new major update. I'm not sure LE3 strategy to be to please each platform a user is asking. WP8 has had more than double the downloads of the other platforms Perhaps in terms for applications , not for games.
  15. Nope, you can on Windows now : Xamarin iOS for Visual Studio allows iOS applications to be written and tested on Windows computers, with a networked Mac providing the build and deployment service. http://docs.xamarin.com/guides/ios/getting_started/introduction_to_xamarin_ios_for_visual_studio
  16. I restarted LE3 and with darkness on my not so bad laptop : 80-90 when only some model and some BSP visible. 14-19 FPS when viewing all the scene from far.
  17. Let's forget scripts, it will stay one script , let's do like that. No need to insist anymore.
  18. the fbx-file is your model. It gets converted into a .mdl file. Indeed why copying FBX model on project if LE3 will use MDL only ? If you don't need the auto conversion i think you can delete your fbx file or use the Editor/Tools/fbx2mdl.exe tool to convert it manually. If i work on big project let's say at least 100 3D assets, do you believe i will go in each directory and search for .FBX to delete or make each time manually some auto conversion ... And the project should contain MDL only, what is Meta ? for what it is needed ? why copying FBX ? I would like deleting .MDL by menu would delete same name .META and .FBX. I just find that somewhat little messy compared to other 3D engines import. @Rick : Ok i understand well, but once you done a project with thousand textures and models, it's to you to delete all 3D art. ********** The delete problem remains : It should delete META and FBX as i don't need them anymore on the project. You delete by menu 5 or 6 models, but your project will keep the FBX files and Meta files
  19. I think it's the problem of selecting when top view for example ? You click and select sky dome and can't select objects under it ? Just move skydome away when working on the 3D scene , and put it when you need to test with it? LE3 supports skycubes ? i don't mean making a cube yourself, i mean automatic skycube you don't edit, you just tell the engine the images.
  20. I have a simple model file in Blender. I export to "obj" I try to import on Leadwerks 3, it only copy the file ".obj" in model folder. It fails to create MDL. And exporting "obj" from Blender 2.49 works when importing on 3D Coat, Zbrush etc ... Here is the file to download if needed : http://www.megafileupload.com/en/file/431063/elevator-obj.html
  21. In the editor i drag and drop FBX model on folder on right panel explorer of the editor : nothing happens Only works : File -> import
  22. I import : model.fbx it creates now 3 files when importing : - copy model.fbx to LE3 project model folder - create model.mdl in same dir - create model.meta in same dir Why so 3 files ? and why copying FBX ? i just want model.MDL in my project. I choose delete on editor to delete model.mdl - it remains FBX and META files And if i re import same files indeed it says it exists caus it found these two files.
  23. I really don't see the problem , as any BSP stuff could be treated as any model : You select it in 3D view the axis appears like for models to move it , rotate it, scale it. But indeed the move , rotation,scaling in that case would be "free" , no precise units, only free move and rotation like we do with models. I can live without that as i plan ultra simple BSP platforming.
  24. I tried that way : Take the barbarian : it's script is tied with sounds , GUI bar etc ... It was heel and i loosed lot of time to just find the missing stuff that made errors each time ? Another 3D engine propose simple TPS template; you drag it, you drag a camera, nad ther eyou go you have a prototype running. I know LE3 is not to be some copy or to work in the same way as this otehr engine So let's forget my idea
×
×
  • Create New...