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Everything posted by YouGroove
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It would be great to have analog joysticks for Android like all Android games using them for controlling character movement or car movement. I would need them and the script code for some WipeOut like mobile game.
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Not to be harsh at all , just some questions because i don't understand : But why people should be forced to make games using such not easy Gizmos, or no Gizmos ?
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I can't imagine to make a level and have each time to reassign materials to each duplicated model What you ask is very specific, hopefully models and their materaisl are instanced ine 3D engines. And indeed like all level designers, you have to make a copy of your model and assign a new material to it, this way you will be also able to duplicate this specific version. Another way would be that you would create your own level editor with your specific needs with control on duplicated models and material assignment at level loading.
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Also.
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I agree , but the volume is wireframe , so hard to see the influence if someone would work on 3D view only. Some view like "Physics solid view" , but for lights would have been great. Example of very friendly Gizmos : I mean for real level designer, placing , adjusting hundred of time in some hour objects , level; using actual gizmos will be not a pleasure at all. (the worst is the rotation gizmos , a real pain to understand each time what axe to choose)
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Would it be possible to have some LOD system on BSP groups for example ? Something that would automatically display less polys as distance increase from camera ? Or must we keep that for models only ?
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From what i have read, GUI system will be let to people. Soi just hope some guys here will choose some open source system and port it to Leadwerks 3, but it will remain for C++. For Lua i don'tthink we'll have a solution ? Some list of available GUI for C++ : http://www.ogre3d.org/tikiwiki/tiki-index.php?page=Comparison+of+GUIs Neosis seems great as it supports shaders, some XAML language and tools. http://www.ogre3d.org/2012/11/11/new-ogre-binding-for-noesis-gui-available Nobody can't make some RPG system without GUI, even some FPS have lot of HUD for inventory , character management. I have some difficulty to understand why GUI is left so behind other stuff in LE 3 ?
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Lightmapping curved CSG objects
YouGroove commented on Josh's blog entry in Ultra Software Company Blog
We can already import our own lightmapped models and lightmaps, that is some good alternative solution also. I'll have to test that LE3 smoothing and see if i can work as fast as in Blender ? -
LE3 CSG Extract, hollow ETC operations?
YouGroove replied to Andy Gilbert's topic in General Discussion
I agree , before going too much in defered or shaders and other eye candy, priority should go for CSG as it has become some main feature of Leadwerks 3. -
Could it be calculated on medium or hight , i have that problem on some corner and box are aligned right :
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It would be great to be able to copy and paste anything on the scene panel tab. By keeping CTRL and dragging something or a group of selected objects. It would do like when we keep CTRL on editor and drag some object.
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I moved some BSP vertices, UV changed, i clicked on Undo, than UV was not like it was before.
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We can't select multiple objects with some dragged rectangle or some continuous selection drag Could it be BSP or models. Also a button like move, rot, sacle , but only for selecting mode would help a lot.
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Since that's a pretty basic programming task, and what people want it to do is highly variable, we leave that to the programmer at this time. Hum ... GUI is important and people would like to be bale to create menus , even if it is in some programming way. Not all 3D artists will be able to choose some GUI C++ and link it to Leadwerks 3.
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Even lot of AAA games won't go a lot behind 50 characters even on MMO; there is a limit (or you'll wait some seconds because of lag and display of characters). Or it is special RTS games using some instacing system. LE 3 need GUI, terrain editors, and more shaders ( SSAO, DOF, HDR ), different shadow system for models , complete game tutorials and frameworks (and editor refining). From my point of view, what i like the most actually is : - the new editor all in one for materials, textures, world editing. - easy import of FBX models and animations split in the model editor. - a good bunch of ready to use basic shaders</p>
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Will it be possible to have normal , specular maps or cartoon shader for terrain textures ? Will it be some Atlas UV re mapping on terrain, recalculated by pushing one button for example (beacause re UV after each sculpt or paint stroke would be too much CPU angry) ? This re UV to avoid the standard terrain UV deformation bad look.
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Like UDK or Rage game engine : Having a big texture containing tiling textures, it would be some system with some editor to tell where are the tiling textures in for example a 2048*2048 texture file. this way you load one file and the engine would just read infos and would create internal memory textures from one only. It's just some idea for later , as there is lot more priorities needed before.
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I would say : Some complete tutorial on loading / saving with levels and ennemies, and how to manage shooting and ennemies spawn like that game : It's not BSP based , but real time shaders lightening on models and shadows. I think we have bits of code here and here, not a complete game with menu , save/load, and with explanation on all the code. Darkness Awaits finally won't have explained code in chapters, specially the new C++ orientation of Leadwerks 3. Let's hope someone will make a complete game tutorial.
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I thaught it was real shadows on any level model, not only BSP. In that case , another point that say : "GO BSP".
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we need better editor (CSG boolean, better visual texture manipulation on BSP, gizmos etc ... ) Just my point of view.
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Hardware problems with Leadwerks
YouGroove replied to OutragedSuburbanAmerican's topic in General Discussion
LE 3 , can't run in old hardware, specially shaders depending on how they are written and the version GPU they need will not run on it. I remember trying to play some old Lego game that used a reflective special shader on characters , the game couldn't run caus it asked a minimum SHADER GPU version. I think this is the same problem with your hardware. You can buy hardware motherBorad, GPU , memory, CPU for i htink some 150$ or less if you chose hardware from two years ago including dual core and some 20$ GPU graphic card. Or you can buy that from someone selling is old good working PC also for cheaper. If you really need some engine doing lile World Of Warcraft : running in any laptop or very low PC, you will need to change 3D engine for a simpler one than Leadwerks 3, something like open source Irrlicht or others. It would be great to have LE 3 minimum requirements somewhere. -
I don't know, but even big company customers will need terrain and GUI system at some point. And also a refined editor (Gizmos for camera and lights, better Gizmos for rotation etc ...) Finally LE 3 have some great script system. Flowgraph seems to not be anymore something that will be interesting or developped, C++ mobile taking the lead. What point is lacking to LE3 and that could have boosted it's popularity is some oepn editor , letting people easily control the 3D content and add custom panels, and people could make editor plugins and extensions. But LE 3 way is not to copy what all is done elsewhere and shine in his own areas and prices. Let's wait some months patiently for a GUI system and editor.
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I think that people (especially artists) rather like to see videos instead of reading text and images when it comes to level design I do the same lof ot times also. Anyway the more tutorials, the better it is.
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Thanks, I must have created a VC++ project by error, it was Lua project initially.
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I have only one more tutorial planned for recording which is going to cover Joints Like you i decide to make some tutorial , it was on lightmap import. But nobody was so much interested. You should make some vote system for tutorial before writting tutorials , else you don't know if it is really someone that will use it ? I would vote for 2.5D platform tutorial.