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YouGroove

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Everything posted by YouGroove

  1. @panz3r : You are perhaps a specific case with specific needs compared to majority ? No need to turn bad and argument with other 3D engines. I started LE3 at beginning and done like you some flame war for nothing , because like you i waned that feature or that bug fix. Threatening like that, i quit if i don't have what i want, is U S E L E S S And LE3 have marketing, strategy needs before each individual needs. I use other 3D solutions, i use LE3 as i can, if some bug stops me like i had with BSP, i just switch to other 3D solution as in LE3 i'm just prototyping before anything more serious. For update prices, we'll see, i think lot of people will be ok if terrain rules, and some improvments are in (booleans etc ...) For my case i'm not sure,i upgraded 3D coat too fast, even with their speed increase, i prefer sculptris to make the model (or Zbrush i own also) I keep 3D coat for retopo, baking, UV , paint, tiling textures, not for voxels finally, i don't feel a good touch with Voxel "touch and feel" with a tablet. And other people like a lot Voxel in 3D Coat. That's same with LE3 , if you feel well and like it more than other stuff you have , than upgrades will be ok for you.
  2. Leadwerks is a baby engine, by which I mean it has a long road to travel. People here at the moment get to witness and shape that direction, as Josh is only going to develop in a way that progresses things for the developers using it. The more successful your game is, the more likely Josh is to tailor to your needs as your popularity increases engine popularity. This don't mean games always, sometimes that's more demand on platforms : mobile, Linux ... But that brings a big point to discuss : more platforms , more bugs , more needs , more time for updates also, less time for updates and new stuff. LE2 languages diversity showed that supporting multiple ones is not easy task at all. 3D engine evolution, maintain,business is not easy task at all. LE3 will need to become popular, will need real next gen game demo(s) to shine, indies people not specially programmers coming to it like we can see in some other concurrents.Dev team choosing it. Enjoy as it is now and make games, we'll see how upgrades will be ,how it will cost later. It's a goo thing having terrain in actual version. My question is will terrain be complete , support shaders ? Will terrain have pathfinding ? Will GUI and GUI editor in 3.1 ? What features will be in 3.1 exactly ?
  3. Yes, i won't name here but there are some in range 0-1500 Here the range is more if you target ONE product like PC : some 200-400$ range, it's a BIG difference from 1500$ or more. Is posible to make game only in open gl, this is not the point I don't understand ? will you code yourself in openGl : lightmapping, shaders, terrain tools , editor, workflow ? Like lot of people i'm not a core programmer I mean all LE3 offers for that price, i seen only one engine oding that or some more features, but' it's C++ and more complicated to handle, and i'm not sure it don't contain some blocking bugs in some areas ? After that you have Ogre 3D if you are super programmer and can make your own editor and tools. You think that average gamer x that buy it on steam will stay to make a gui and make terrain in blender ? LE3 is not for total noobs, even if BSP system is present or terrain tools will come. Even your characters you will need to import them, know what animations are, how to animate by code etc ... it's not FPS Creator. This is not the purpose of LE3 ot become some Newbbie 3D tool all in one with a library of characters, prefabs, all scripts you would need for any game style. And maybe the most important part, being a brand new product bug fixing is very important. Does it means if 3.1 appear and i don't upgrade i will have to live with those bugs ? Like other products, upgrades have bug fixes, and old version just rest as archive. Don't stress too much about next versions, begin a game if LE3 as enought stuff and take decisions later.
  4. You could give it a try and tell us if you fall on same bug ?
  5. New features without coding them If i press "D" for Deffered rendering .. ??
  6. Thanks. You're saying i'm the first guy to make big BSP levels ? It is well reprorted ? i mean considered as serious bug ? Caus it's a big stucking one, as you can't work on the level design and feeling of your level without it. (It should be corrected for some next update patch i hope).
  7. Great. Need CSG booleans and Visual UV mapping now
  8. The fair thing to do is to give to 3.0 buyers a mature and complete game engine comparable to what other engines offer by 3.x free upgrades. Terrain system , will it include grass placement and amangement also, will it be as great and complete as LE2 terrain system ? Will terrain support shaders like Normal/spec maps ? water shaders ? Are you sure other engines, offer such support, and such features for such price Even Lightmapping + shaders + CSG integrated tool, dynamic shaders, same easy workflow, script only possible to make games ? you're kidding ? As easy C++ functions to call ? Well there is bugs, editor improvments, mobile needs lot more examples and joystick system, touch detection examples and classes, but the direction is going well. Milking every small upgrade will eventually alienate existing users and make them leave. (I mean look at other engines how much stuff they add inside the same version). LE3 is young system, it's totally different strategy than LE2 in terms of marketing , orientation. LE3 even needs to find some directions. It will be to us to argue for or against prices, everyone is free to use what software suits better in terms of price or features. LE3 advantages, is good incoming advanced features without paying 1000$ or lot more for now. In my opinion without terrain, opengl4, dynamic lights and shadows/ deferred rendering and GUI the engine is not complete. Would not hurt to improve the particles and the documentation. I agree for GUI and advanced particles. For dynamic , you have already that shaders, and deffered is not what makes a great game, lot of great games don't use deferred. Linux would be fair game, would be nice to be for free but it is also fair to be for money. Kickstarter will bring the money, but i think people interested should pay a dedicaced license like : - PC/Mac - Mobile - Linux This not should be released on steam(assuming it passes the greenlight) without terain and gui if any success is expected. Why not, Steam platform will always sell always last version of products.
  9. Irrlicht, don't have 3D world editor and game framework or script system. But i was surprised to see irrlicht Octopus game , even showed at E3 on PS4
  10. How much ? Too soon to tell ? I think features and tools that will be included will make the price.
  11. lol Ok let's forget BSP and go full models. This will be even more true when terrain will come out.
  12. @SOLO: You can do as you wish, you can go with BSP lightmapped, it's as simple as drawing cubes and adding lights. Or you can import complete terrain mesh, house models mesh and textures and assign dynamic shaders. Or you can mix CSG lightmapped and dynamic lightened models that you imported in Leadwerks 3. The lights you place influence BSP lightmaped geometry, and models with dynamic shaders. After that there is no rule, if you pout bad textures, bad lightening colors your level wont' be good. Only work and get some feedback.
  13. Unwrap is easy and fast with good methods, you complicated your life I had more 3D export/import modeler/engine problems than unwrap or 3D art. Method i post with screens, is the easy one as you have uniform size, you can move horizontal lines as you want, same result as yours, with only one Unwrap.
  14. Top : 1 ) Select top faces in 3D view (B key to start select tool, again B to change to rectangle select tool) 2) type "u" to unwrap 3) scale it , align it as you wish on UV panel view 3) select Bottom faces in 3D view 4) type "u" to unwrap 5) scale it , align it as you wish on UV panel view 6) select in 3D view all model faces "A" key 7) in UV view key pressed "ALT" key, and select Top cylinder Uv faces : Move it over Bottom cylinder at same center point UV. 8 ) scale up or down Top cylinder UV faces to match perfectly Bottom UV faces in UV view. This is basic UV , works same ways could it be Blender or other modeler.
  15. Here is the best method, just for you case Setp 1 : MAke the "base cylinder" and just Unwrap it : 2) Make "Loop" cuts (Key K") and scale them as you wish THAT'S IT Nothing to do more. If you select all side faces (CTRL + "L") you'll see that the UV mapping don't have changed . To resume, do Unwrap in the base cylinder, than don't do it anymore on side faces for your case you want aligned and same scale UVs.
  16. Ok i see better. Unwrap is good and i use it like that, even for text , it could work like that. But ok, i suggest you to select the aligned UV yu want to scale "up" : - Keep press down "ALT" key and select an UV or edge in UV view : it will select all aligned UV - press key "S" to scale up/down the aligned UV : you can now just scale them up to fit other UV horizontla lines
  17. Type "B" key to change from circle selection to rectangle also. This is the basics of Blender, once you get them you'll use them 99% of your time
  18. You mean in the UV mapping panel ? - select one UV - Press CTRL + "L" so select all connected UVs.
  19. You mean that : I even could move Top over the Bottom Uv of cylinders, so they would have same texture portion.
  20. You can move any UV or scale them as you need in Blender :
  21. Why do we have to use such "Turn around" one time again ? LE 3 sould do the job without going Prefab. Well let's give even more time to LE3 to maturate.
  22. Could you explain more ? You can select all side faces with "Loop select" Than press key "U" to unwrap and choose "Unwrap" Than go to "Image" panel and adjust your UV. I have some method in the case you want to project repetitively same tiling texture in all side faces : http://www.leadwerks.com/werkspace/topic/6678-blender-racing-track-tutorial/page__hl__racing Lot of examples on youtube. I really don't see what is complicated ?
  23. DSS is better format, specially in terms of space. I have some project in LE3 using 1024 and 512 textures, and the loading is quite long when textures are loaded. DSS could help a lot. I think we could aks some auto transformation from any format to DSS by LE3 editor ?
  24. I'm stucked with this blocking bug as i can't debug and test the project and have any visual feedback. I exported the project with "project manager", and it is now uploaded , if someone can upload it and test it ? Here is the link : http://www.megafileupload.com/en/file/427402/ccpTest-zip.html
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