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Everything posted by YouGroove
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Leadwerks 3 Brings Native Code to Mobile Games
YouGroove commented on Admin's blog entry in Ultra Software Company Blog
Well, It seems there is some demand from industry , this is not indie field. I hope LE 3 to not forget 3D artists and non super programmers. "AI is supported out-of-the-box", it's more navigation system not AI behaviour. Let's hope LE 3 native code orientation leading it to popularity. Some big titles by big publishers could make it popular, more than indie games. Not only super power make the games good, this point can be seen on last AAA games, where bioshock, Minecraft, Borderlands. Like Crysis , super graphics are not the only stuff that counts, their last game is just a tech demo with awfull balancing gameplay , and the industry steers up with UDK instead. Even if LE3 will be somewhat faster than some others engines, be sure the others won't sleep and put optimisations also. LE 3 simply need some big games could it be mobile or PC, (with a big LE 3 logo dissplayed ta startup ) -
Well it's coding some editor features, i will avoid that as i'm not a fan programmer. Like Uncharted 3, some level in underground with antic stuff all the place, bright lightmaps, and the character is never lightened, the lightening is constant on it , but it works caus it has a good medium ambient light on the character shaders. (How big companies tricks you with some AAA titles )
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It makes sense. So we could import models and have them lightened by LE3 lights as BSP if it was some on the level. And static lights used in lightmap works in models passing by also.
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It is a way to know how much luminosity would it be on the ground where some character walks ? with some raycast ? Caus importing our own lightmaped models, we don't have lights positions and values , and having that we could self illuminate the character with that informtion.
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The best is to import your lightmap from your modeler at same time as UV set also directly into LE 3. http://www.leadwerks.com/werkspace/topic/6349-le-3-blender-lightmap-to-le-3-tutorial/page__hl__blender+lightmap
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I have grouped 3 BSP cubes and made them as a prefab. When i drag and drop the prefab on the scene, it aligns and snap to grid only on the view where i dropped it, in the other views it have some error snapping we can't avoid. I dropped it in front viwe, snapping worked, but snapping don't work on top view for example.
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I have one object cube BSP and two sub objects cube BSP attached to this cube. If i choose copy and paste having selected a sub object in the hierarchy tree it don't work. It is normal ?
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In the case i show, it's lot more simple i mean : Duplicate some object that would be placed at the exact same place as the original. This way if we just need to align objects in X axis you have just to move the new object along X, Z and Y beeing the same as original object.
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For the offset, the problem comes for any 3D tiles, walls or floors models that are not BSP For example i have some floor and just want to duplicate it and move it in X axe. that's really borring if each time there is some offset on all axis, caus we have to realign it in Y and Z. For a project using lot of modular 3D models, this can make you waste time. Just wish if we could have that in some menu option just a checkbox : Offset / no Offset on duplicate ? The new duplicated object should be selected by default.
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I aks it again to not forge that tiny but important thing that would improve workflow : A button or shortcut to duplicate (to avoid each time : copy and paste) Also some otpion to not have offsets in all axis when duplicating some object. ******************* Another subjects, when putting lights in the level, we have some sort of wireframe circles, but sometimes it's hard to see where the light is in the 3D view , caus these wireframe circles, are always displayed about geometry. Some 3D circles models gizmos would be better.
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Custom lightmap material error
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
Thanks ESP it worked I just thaught you choose the lightmap shader and here it goes, but in fact you have to adjust the properties also. -
I created a custom lightmap material created from scratch , mat1.mat The lightmap calculation is too fast for calculating and nothing is visible can i add lights or not. Now i duplicate some working lightmap material from "Developper" : greengrid.mat i assign the custom texture to it and it works when rendering lightmap. So what i'm doing wrong for ma1.mat not working ? Here is the file with the 2 materials https://anonfiles.co...0c7793f8abc88fa
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LE3 : Android bad project Path
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
And even with the new install of LE 3 (in c:\Leadwerks) , the publish in project manager only is ok, but PC publish from roject Manager have a bug (the game just runs good) ? Don't tell me we are not in a super Beta ? -
LE3 : Android bad project Path
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
Nope i installed in C:\LE3 But lot of stuff in Android and files have hard coded : C:\Leadwerks -
LE3 : Android bad project Path
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
So i have to reinstall in default directory another time again ? I can try it even if i taken already a decision. -
I have several other big bugs and problems Rick. Not only Android, Custom collision mesh is bugged , so i can't use my level models. This is also a Main issue for me. And my goal is 1 or 2 free casual games on Android within next weeks, i didn't talked about that , but this is not possible actually with LE3 it seems.
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Yes can you tell me what is your LE 3 installtion directory ?
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Just got another Android problem I baught LE3 for Android not for PC. It's a deception today, i loosed all my day figuring how to do with some bugs. How to make Android publish and Build , but i think it's impossible for me specially caus i installed LE 3 in my own directory.
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LE3 : Android bad project Path
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
I went onot another problem : -
Testing Android with a custom LE 3 installation directory won't work I loosed lot of hours re installing and found that bug for example : http://www.leadwerks.com/werkspace/topic/6423-le3-android-bad-project-path/ I hope things will be better and improved in next updates ? My feeling is for people sticking with LE3 strictly (installtion default folder , use simple materials etc ...) the can achieve something. But for people like me choosing their own installation directory, making their own 3D content , trying things with the editor (collision bugs etc ... )... well it will be bugs and problems
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I have LE 3 installed on : C:\LE3 I deployed "Darkness" dem on Android using Project Manager. So it was deployed under : c:\LE3\ ... BUT : The generated Android file : NDK Builder.launch is not correctly generated caus it contains that declaration : <mapEntry key="NDK_PROJECT_PATH" value="C:\Leadwerks\Projects/DarknessAwaits/Projects/Android"/> And i have LE 3 installed in C:\LE3 , so the demo game was deployed in C:\LE3\ ... So it can''t work. ******************************* Actually LE 3 have lot of stuff "hard coded" in some way, that will just work if you choose default directory as installation folder. And lot of strange bugs i had when trying to make custom content and stuff
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I re installed all , but LE 3 under C:\LE3 , But the installed Eclipse and system points to C:\leadwerks/... Like : C:\Leadwerks\Projects/DarknessAwaits/Projects/Android/jni/Android.mk Would it be possible in the future to have some precise installation and setup of Eclipse and Android SDK ? I mean change all default values like : C:\Leadwerks by our own installation directory ? For the moment it is like LE 3 install for Android works only for people having installed it under the default proposed directory : C:\Leadwerks
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I re installed LE 3 in another location. So all my previous projects have just disappeared from project manager Project Maanger is too much dependent to LE 3 directory installation unfortunately. Could we have a new button called : "Import Project" Ths way we could tell LE 3 to import any project we had. Or if you worked in a team you culd import the project of the team : What actually is not possible. Or is someone gives some project to test you can't import it.
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Another problem : I can see the LE3 installation location is false ? how can this happened ? I htink the best will be to re install LE3 another day
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Found what to do : The NDK toolkit path must be edited. Now i have another problem is that it don' t support paths with spaces