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YouGroove

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Everything posted by YouGroove

  1. Okay. For outdoor terrain and objects placements all is one in 3D view indeed (LE3 for now is not terrain) I odn't use BSP in the same way you go, i use it freely as the game project i go for is a 3D platformer, not realistic and precise indoors. At final what will matters will be : IS YOUR GAME GOOD
  2. Well a demo that doesn't look v.good can only negatively impact the company We talk more about code template demo, for your demo just use : Developper materials , you know the blue, green, yellow etc ... this is Half Life Source style textures and are perfect to dhow functionnality in some level. Even for character we could use a texture with one color blue , and one color red characters for prorotyping and showing how the code template works. We don't talk to make a graphic astonishing demo : This will remain on LE3 to hire some veteran freelance 3D artist for some level design and tasks, and buy or pay another freelance for ultra detailled characters and animations to show a complex astonishing demo. people look at studio demo's and are supposed to go "Woah, I could do that" not "oh, i could of done that 10years ago with excel" etc lol lol, these sort of people just can talke Crysis engine , and place all amazing rocks, vegetation, textures, characters as they want, and thye can say : Whhooooaaaa i made a super looking incredible game What you want to do ? 3D art part, programming part ? both ? original game ? realistic ?
  3. ok. All depends on your way of working. No grid really needed if yu make modular BSP cubes and stuff you just copy paste, you keep always same size. But i see your point of view for 3D aligning precizely stuff : it depends on your project style. Skyrim example : outdoor : terrain , and just buildings, rocks ,vegetation as you wish. indoor dungeons ; models that are modular, you just align them by snapping feature. BSP : different, you keep some sort of 2D side and top plans in mind to work. Well let's forget the idea
  4. I recompile each time, as i use Visual Studio.i had no problem, or perhaps my level is too simple ?
  5. I created a new Lua project , i copied Map from old project ot new Lua project. But i copied materials from old project in other folder with different name for new project. So the new project at loading clrealy says it don't find materials. LE3 started to display level with not materails on editor, and just closes immedialty each time. If i re launch Leadwerks 3, it load old level and refuses ot load new level that failed laoding previously. Could LE3 be more safe and have better falbakcs on leve loading if it don't find some map materials ?
  6. Well Back on platforming game, back to Lua only game. I copied some Darkness awaits character and script, but i had errors and needed eahc time something missing : HUD, sound ... It would be great at the start of a Lua project to be able to tell : - Include default controlled character with character controller with physics (could it be Barbarian model or other) This way you can create a playable level in 2 min, to test your 3D level and 3D art. And begin modify script gameplay of character. It could be some check box , and it would just copy some character and all needed stuff to your new project. Same for skydome : - include default skydome would be great
  7. I target casual game on Leadwerks 3. No need of mage complex scenes, or mage speed, just good, enought fluid game with simple but good graphics. So even if i touched C++, i stay Lua and components. And yes components are missing with scripting, even if LE3 changed for one script, and to avoid problems on raodmap, would it be not possible to return to some similar system as multiple scripts ?
  8. Just downloaded last update. Just tested, and in my project no slowdonw or problem, all is fine.
  9. After having a scene becoming complex, it was hell to adjust as needed BSP stuff, so muc lines was only confusion. Sorry, im' not BSP fan , or Half Life fan , even LE3 goes steam (what is good thing) If we could adjust BSP stuff in 3D view : move , rotate , scale , it would become as easy and clear as 3D models. Just wnat ot know if it could be planned, or too much work , not enought people interested ? too specific ?
  10. Texture loading take some time, DSS texture can be better, because smaller. Could LE3 support DSS textures some day ?
  11. Well after the update , the Lightmapped shaders worked back , good But i had to check each shader, to see if it was normal map or not And the panel of material is super annoying if you have to check more than one : So could we have in some next update the shader name displayed entirely please ?
  12. Another thing however is that all games are slow now and lagging a bit as if my pc is too slow. I compiled Darkness Awaits and that is slower as well. No good so ?
  13. I had to dezip all leadwerks sources headers (.h) files and tell C++ where to find them. On another project all was ok strangely ? I got lot of warning for .h files , but it works, what are those ? A quick solution : -make a new project , run it ot be sure it is ok -copy models/materials/sources etc ... from previous project not working in the new empty running one.
  14. Well even simple stuff as diplicate stairs ( rectangle cube), the BSP UV was changed and moved from how i changed UV on first stair block, and that was bad caus i just needed the exact copy. Solution, make unique texture per object and let down one big texture containing sveral tiling ones. Josh told in bug report that's how BPS system and UV works. Well what matters is whta you will do could it be BSP or models Ok, so i will have to keep all way of working and stuff simple (no booleans) if i go BSP.
  15. Yes, This is what is lacking to attract even non super programmers. Small (but growing) community, so yes for the moment, any template, code example will be to us to make them.
  16. MikeClarke : Perhaps you don't have used enought modelers Take a cube , Substract a cylinder at bottom to ahve some quick Arch. And there are tools , without them you'll put hours to do simple stuff moving vertex : Lathe tools, deformation tools etc ... Modelers are far away in terms of modeling and UV than BSP. Some AAA games have levels made on Maya, BSP don't exists, caus they need to go fast. If i make a simple game, casual , yes BSP, if i target more complex like 3D Tiles, it will be models caus modeler is total freedom and more tools , faster ones. I don't try to cinvince you, just showed you how fast you go with modeler tools. Anyway if you are BSP fan and stand in love with old ways, i can understand it
  17. Ok i just tested Wacky moles. Really cool game, well done Rick. What i noticed on NExus 7, it's strange, the music seems to be slow ? And yes sometimes sounds are played a fraction second time after we see "Bang" text when touching a mole. It seems to me more some programming problem. Perhaps launch sound directly when mole touched before display text and before doing naything else. If programing is ok, it is perhaps some LE 3 specific problem on some specific mobile sound function ?
  18. I'll see if i can download the game on NExus 7 and i'll tell you if i have same bug ? In this case it would be more specific of that game and programming or LE3 sound ?
  19. well if you use big textures like 4096, and you have lot of textures inside that one (one texture object : memory optimisation, one file for bettertime loading , UV visual mapping is needed if you go BSP). So i can conclude in that case : avoid BSP go modeler and models Booleans, if you really use BSP this is super needed : make windows , doors holes on building, with substract supress some model region (broken wall, remove half of some BSP stuff etc ...) Moving vertice , by vertice is the old way, lot more slow and good if you stay with simple geometry like cubes. If you get on more complicated : Union of cylinder shapes and cube as one piece , or other stuff, Union will glue thses as one BSP piece only. We are in 2013, forget Quake and old workflow Well i will see, but perhaps it is better to let down BSP and go models only from now.
  20. I think it is time you start do your ranting somewhere else yougroove. This FAQ is for everyone, whether you are a programmer, designer, garbage man, pope or president. Don't take it so bad, it was just a point of view,nothing more. In some other concurrent engine, lot of people coming to it are 3D artits, or 3D art guys without programming or simple programming. seeing your FAQ, i just imagined such people coming here and reading FAQ, thinking they will have some components or templates to make such games (even if thye must code a little). Nope they would not have base code and templates like in some few other engines, but they can just figure out trying LE3 what they can do based on their programming level and game making knowledge. Don't worry or take it so bad Agrorr this "point of view" had nothing against you,and nothing personnal indeed In fact i understand now FAQ, is just super general on some points without dealing with each type of users (programmer, 3D artists, beetween these ...) @Cassius : No way, the summer is here, sun and outdoor will be better
  21. Strange ?? I have NExus 7, i played and tried lot of games, even free online action RPG, racing, etc ... I never had any sound problem or sound lag ?? And this tablet deliver great and fast/Smooth graphics in the great known 3D games i tested. Android is good once you get good enought devices, specially if it has Tegra 3 (or 4). I don't like Apple closed system and prices, even if i recognize Ipad 2 and upper ones, and Ipad mini to be great tablets with good power. There is lot of people that will put less money and go Android, Nexus 7 is a good example, lot more cheaper (some 200$ or little more) and really enought powerfull for good 3D games. Android is a good market as i don't have even today seen more than 4 or 5 really good RPG games for example. I don't mean remakes, ported PC games, i mena new original franchises, and i don't mean super casual RPG made of cubic minecraft characters lol You have a super eye catching game, complete , long , with stuff, good gameplay, go for Android this is place for it. I tink if Ouya works well, we will see perhaps some games ported from Ouya to Android and Android to Ouya. And before 2 , 3 years be rassured Android will not be full of quality games, actually only Gameloft really shines and some other indies, so yes it's really EMPTY in terms of indie quality games. I searched for example RPG , and 3D, and it was so empty on Google Market, only some known like : -RavenSword: ShadowLands -Chaos Ring 2 (FF3 and A Bard tales are ported games not original ones) So yes i only found that two original, with enought quality on 3D graphics, so yes it's empty and a place to go for Are all people Pro Mac here ? (just kidding)
  22. I'm mainly interested in PC and Android casual or simple games. I think bug correction, physics working good, shader working good , editor working well (auto refrehs problems etc ..) is very important more than upcoming features. I would say , better take the time to refine actual LE3 even if it should delay terrain, renderer and other new coming features for one or two months. BSP requirements : Will they come ? 1 ) Booleans for people working BSP, booleans are incredibly missing , specially substract (union allows to create new complex brushes also) I would say, we need Booleans to have a better BSP system, actually it is really good , but too basic without Booleans. .2) Visual BSP UV mapping i suggered possibility to do like Blender : UV map editing for BSP : you select some BSP stuff , and open visual UV editor (move vertices, scale, align, rotate) 3 ) BSP optimisation : Like Blender, some button to Auto-Weld vertices at same position (standard in BSP systems), this way you can decrease by 2,3,4 or more the numbe rof vertices : rotating 1000 is faster in CPU than rotating 4000.
  23. Hummm ... i will play the bad boy , but for newbbies or new comers, to avoid them deceptions Technically: every possible game you can think of. Shooters, Strategy, platformers, race, sport... Sorry, but even Darkness is not explained block by block, it was a complete tutorial planned with Lua , but abandonned. Strategy : mouse drag selection, mouse click on level detection, AI , states etc ... i have not seen any LE3 tutorial on all stuff needed, even how a new comer will do all interfaces TODAY without ANY GUI Actually ? hummm .....hummm ... Racing : i have not seen any car project on LE3 and code tutorial on how to do ? hummmm .... etc ... In fact i think you mean : Any game type is possible if you know how to doit and if you are a skilled programmer. Sorry i don't know if your FAQ is for any new comer even 3D artits or beginners or skilled coders ? Anyway , that's good Agrorr it's really clear like FAQ, it could be put on menus.
  24. Cool : 15 000$ reached, some more small efforts Linux community , and you will have it
  25. Ok , by projects you talk about technical tutorials, addons etc ... not really complete games. Caus we know how long, hard , time consuming it is to make even ONE only good game lol - Mario platforming like game with original stuf (I'm stuck with BSP and lightmapping shaders, but the project still remains) - perhaps some prototype of Dungeon Master like if i have time ? (dungeon adventure/puzzle/combat)
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