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YouGroove

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Everything posted by YouGroove

  1. It seems to be a physic and mass problem. Are you sure the mass is not to put on characterController object only ? The mesh character don't need one as it only follows the characterController ? For now i only place character on the map, not by code so perhaps i'm wrong.
  2. I removedskydome, but the bug remains. I'll go with models instead of BSP and redo a test.
  3. Nope , shaders are Lightmapping + normal + spec maps. No dynamic.Well i'll try changing resolution. What is strange is that happened once i added the skydome ?
  4. I'm particulary interested in the game tutorial.
  5. Nope. The level is empty code , just acreatedlevel using flythrought cam, i didn't written any code or any setColor. Strange because i dind't had that, i added the sky dome and it went wrong ? Deleted sky dome and keep beeing wrong. Strange.
  6. I don't understand i have directionnal light, and several spot lights and just lightmapped all the level. What do you mean ?
  7. I have BSP with diffuse/normal/spec shader and i put a skydome on top of the 3D scene : But when running the game all BSP shaders turns red ? Even without skydome it was the same result, all is red ?
  8. I even tried High res lightmap , but the problem remains I would say, BSP + lightmapping for simple stuff, Cubes, Cylinders. Go models and shadows for complex geometry.
  9. There are strange UV seams on BSP spheres : Must we use models only ?
  10. Yep i know my art can be bad also Some Mario style level attempt made of BSP only :
  11. If you have one 4096*4096 texture containing 256*256 tiling textures, you will need to adjust UV for objects using that 4096 texture. Some big engines, allows also to declare sub tiling textures from one big texture. But i don't aks that I would like copy to work and not alter BSP UVs. I posted also on "suggestions" thread the possibility to adjust UV visually for BSP surfaces. If not possible, it will be lacking a lot , and the way will be to work with models instead.
  12. The basic first stair si a created box in CSG mode. I just copied it, so all stairs are CSG copied boxes. What i don't understand is what happened with last two ? I copied first box like i did for others, but last two boxes got their UV changed ? and i just copied like previous ones. Could it be models or boxes, or whatever : Never change UV of copied objects , it's a simple good corking copy i ask. I really like LE3 with shaders and lightmapping, let's us point problems and needs for this great BSP system to become better and better
  13. Well after using BSP a good bunhc in Leadwerks 3, it's a REAL PAIN to change UV with buttons or inputs I mean if you must spend hours, days in BSP levels, let's make 3D level designer it's life lot more happy , fun and easy with UV mapping adjustemnt on BSP. So why not doing like Blender or other UV mapping tools, and propose the minimum : A windows or panel showing the texture and the selected face UV mapped, and we could move vertices or edges, scale them or rotate all points at same time. An example talks lot more : I think this is one big point, taht is lacking, and make you stop from going full BSP interms of speed and workflow. It would be the ultimate thing BSP really really need. Specially if you have 2048*2048 texture containing "sub" tilled independant textures you want to use. (one file texture = optimisation in memory and loading). We are in 2013, not in 1998 (Half Life game), this is 15 years now we should have visual tools also.
  14. I have some stairs with some UV scale and shift to target right texture portion. I select a good stairs cube, than copy it with CTRL and mouse drag, the last two copies are bad, caus the original UV have been changed after copy ?
  15. stairs (select object , click and maintain CTRL, drag mouse to Copy object) : Like HL2, you must have sub levels loading, curious how big i will be able to make a BSP level in LE3 ?
  16. I had in materials folder a material : "wall1" I created a new one in that folder with "create new material" and namde it wall2. The material wall 1 disappered, i had material 2 only and like it was a copy of "wall1" material. It must be old refresh and folders bugs (i updated to lats update before).
  17. I created a C++ project. But VS told it didn't find header files. I gonna to directory of LE3 / Engine/Source than dezipped headers.zip Than the project could compile, that's tsrange to have to dezip it ? And i had lot of warnings ? but at least the project compile and i could work.
  18. System Shock remake (Normal,specular with Lightmapping) :
  19. Would be great. And a camera Gizmo, usefull if you make some level with multiple predefined cameras, game switching from one ot another. You need to know where the camera points visually.
  20. After last update i had same type of problem : Opening
  21. I think the guy had it's response, and we became to debate on other subject
  22. Okay, so you stay with LE2 rendering. Even rewritting the shader is not for everybody. Perhaps your version with bullet should have becomed Leadwerks 3. What you have done is a huge amount of work , this is like you were creating a new 3D engine by yourself. In the end what remains of LE3 if you rewrite even shaders ? not a lot Perhaps you could have go DirectX programming no ? There are others API like Ogre3D and open source ones you could go with ? Will you post some graphic screen of your "special" project ? Just to see the level of complexity ?
  23. @Naughty Alien : That's strange caus LE2 demos i tested are super slow for what they are, compared to some AAA complex games running lot more fluid and smooth. But again you mean terrain based games i presume, not complex indoor ? And i'm more in the case of indie game making , no AAA with hard core programming. I talked with some 3D artist that made a game using Visual programming plugin only , and said withotu that he couldn't make the game. You are mainly a super programmer not a 3D artist ?
  24. LE2.x , in right hands could blow away engines with price tags scoring 6 digit numbers (on PC), LE3 cant do it.. Hummm , i'm not sure of that, because LE2 lacks on some areas of big world scene management ( terrain chuncking, world streaming etc ... ) . Yes LE3 has big potential if things go on the right direction (serious bugs to fix, editor attention, new features).
  25. YouGroove

    LCP 2.0

    @Rick : For textures, and realistic like games, i just pick textures from CGtexture site, and mix them as i need. If you have some materials ideas, request, just ask also. I read : we will be reusing as much as we can from LCP 1. zombie, weapons, props for level designer I hope you guys will have super detailled level textures with normal map and specular maps , plus next detailled gen zombies ? It's LE3 : shaders , better graphics and engine, let's have detailled underground (cables , mecanisms etc ..) and characters
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