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Everything posted by YouGroove
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It is impossible to move Scene objects to another filter, if the filtr is not visible. It's just painfull to work or organize objects for big scenes in LE3 editor.
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I would want mobs to have raycast only colliding with : - player -scene - physic objects decoration But have the raycast not colliding with some static barriers. (The mobs will fire at player even when it is hidden behind some specific cover objects) How to code that declaring new collisions ?
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I have the code for Y rotation : v.y = pos1.x - pos2.x v.x = pos1.z - pos2.z local angleY = Math:ATan2(v.y, v.x) self.entity:SetRotation(0, angleY, 0) What is angle on X ?
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I have seams not visible when the camera is close and lot more visibme when the camera is far. How to fix the problem ? It is mip mapping related ? or do i need to fix normal map seam manually or re make the UV seams differently to hide them ?
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I tested your map , and just closing the area with walls , only keeping a point light, we can see Shade mode not working with lightening. Also i don't ask alpha trick, just simple particles reacting to lightening. The Alpha curve don't works with particle, why trying to use it as it has no effect on the particles ? it's a bug if you were not aware of it http://www.leadwerks.com/werkspace/topic/12137-particle-alpha-bug/
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Try Blender : Unlimited booleans possibilities
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Carve, hollow, and cleaning up the scene tree
YouGroove commented on Josh's blog entry in Development Blog
lol What do you mean ? no more scene Tree ? You would struggel to find precise objects or select objects that are distant miles away in your map. -
Carve, hollow, and cleaning up the scene tree
YouGroove commented on Josh's blog entry in Development Blog
Why not giving the possibility to merge pieces of BSP ? It's a big prerformance improvment as you have one object only instead of multipl ones, and merging vertices is also a big benefit because it's less vertices to process. -
Basic lightening shadows option for particles
YouGroove replied to YouGroove's topic in Suggestion Box
It's a fail, using Shade mode and the particles just don't react to lightening, no difference like with alpha based particles. Until LE3 gets advanced particle systems, i htink we can just forget it -
What are the color rules ? I have no documentation, not tutorial , nothing on that Just trying using white for the two color slots, it works, the Shade mode is like transparent. But again it fails : shade mode just don't ract to lights
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You beat me at showcasing the problem
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I know. I also thaught they were entirely rethink the interface and making some big top bar to switch between modes (model, UV, animation ...) for version 2.5. Unfortunatelly this was just a surface redesign, Blender interface philosophy remains the same.Only major additions additions are : Left Bar for tools , and right bar for stack of objects and properties. The issue for some people is that Blender mixes too much things together instead of separating with windows rooms like 3D Coat. Anyway, simple modeling is not so hard to understand , specially with the new left panel, but indeed that's not the best interface. Zbrush is also disturbing at beginning and it's special interface, perhaps they will change that for Zbrush 5.
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Also using more particles examples you will see lot more the bug in some cases where you will need a real fix. (In my example , this is a vertical flame beam effects as it needs the base to remain big.) I'm not going production game anytime , but it was another showcase example as in some use cases , it is very obvious.
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Hi, Something missing : a color variation graph. Otherwise it's impossible to control when the color should vary and how much it should blend between colors. Thanks.
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It's not hard once you have used it many times, it's like driving some boat, you must practice before having some pleasure. Oh don't tell me it's so hard to use, now you have almost all functions essentials exposed on left menu, and the simple bottom menu for object mode and cursor mode. Or press space and it will bring the menu window where you can enter also the first words of your command to find it like "Bev" for Bevel. And you will work lot more faster using key shortcuts then having to drag the mouse to a button menu each time. For example : "S" to scale, "E" to extrude and you can customize all your shortcuts. Blender got the work done and done fast with many tools and options that other modeling apps don't have. But i understand , the interface is not appealing perhaps (you can change the theme), it has some learning curve, it looks less friendly indeed.
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Check Ray Supreme review, they are not so good http://store.steampowered.com/app/262650/ From no updates from 6 months, bugs , export problems etc ...
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I touched some option in 3D coat, and no way to get it ok even calculating normals. I will just export the retopo model, it should work. Robot barracks spawner (placeholder textures)
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I would say Silo, it's very simple and universal manipulator is very usefull. If you had 3D coat, it could be easy also. About animation, Blender is straight forward once you have the basics.
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Yep, lot beauty comes from the textures. Also they use a clever system using : - non detroyed texture material for top of walls - destroyed texture material : used for bottom of walls for example.
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For people interested in the game texture and 3D art http://www.polycount.com/forum/showthread.php?t=149706
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Some barrier (entirely made in 3D Coat) Hummm triangulation from 3DCoat problem ?
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Masking is standard for GUI systems, it allows you to make many cool effects in a simple way without needing some work around.