Jump to content

YouGroove

Members
  • Posts

    4,978
  • Joined

  • Last visited

Everything posted by YouGroove

  1. Hard to understand, i had installed Eclipse and JRE i had in the Client Area ? Just followed the guide and i had that ? (I never succeed in publishing any Android stuff or demo test)
  2. Thanks. BUT : It's not normal at all to have the surface properties in the Object Panel : Object Panel is for creation of new objects. When i edit a BSP surface it's EDITING mode, it should work in the same way for anything : The surface properties shoul be displayed in the SCENE PANEL like when you edit anything (for example a new tab after physic tab). Because of editing models etc ... i thaught : ok i am editing a face so i should see a new panel in SCENE panel. Well it's just somewhat disturbing to have some specific stuff you edit in "Object tab" what is not logic , cau it's a BSP model already created and present in the Scene. Keeping like that is only confusion if you don't know it.
  3. I have made some big texture containing tiles textures. I wanted just to change the scale and offset of the texture per face in BSP models. I found i can't do it ? Even the gizmo no more appears in BSP models when selected ?
  4. Thanks for the help But yes this is a real bug
  5. Multi rock : means nothing ; i meaned assembled rocks to make on model : Here is a thread about it : http://www.polycount.com/forum/showthread.php?t=64778
  6. Nope, the rocks you created looks really good. You could make "multi rock" models next.
  7. A test made in another engine in some minutes ( model level physic by just clicking on a checkbox) : It's a bad example caus crates are flying ennemies by script , but the player capsule is collision with level and it just works fine. I should not compare , but when i can go forward with other engines, blocking LE 3 bugs just make me feel : i'm stuck and and can't go forward, why loosing more time trying ? Yes it's Beta LE 3, so we just can wait unfortunately.
  8. What are you talking about ? The character and model are in the root, they have no hierarchy between them. The collision is good on whole model (climb etc ...), but bad in that particular place : it's a bug.
  9. Rocks don't make a game. We'll see how LE 3 will catch up with LE 2.
  10. I used "Polymesh" to generate a precise collision file than used it. The character have a god character physic cylinder well centered with good size. When moving it , it is a zone of the 3D model where the character is too much above ? (And elsewhere it is just above the ground prefectly ) In fact it's a closed model. So from where could come the problem ? In physic view all is ok.
  11. Started a new clean project. I don't have the problem. Hope it won't crash again too fast ?
  12. Yes that error also happens when using the editor without coding : You place models that have physics and they intersect in the editor. When running the game the error will make the game crash. Could it be possible to have LE3 display a warning in the editor ?
  13. Bug remains or have returned with custom characters. I really don't understand nothing at all on why it do that bug again ? Even restarting LE 3 does not help ?
  14. If you get out the skybox, does it works ?
  15. I agree it's Beta and i accepted. I don't know if it is myself that uses too much LE 3 menus , functions, workflow and try lot of things with 3D models and workflow other people i think don't try ? In fact it depends on what people do or try with LE 3. If you stay on some simple sure fields, use characters and material provided in the demo "Darkness" indeed you won't see lot of problems, but once you get to make your custom models, materials, collision etc ... then you'll have a lot Even the copy/paste on BSP or models that put an offset in each axes, really i said , no , not possible ... i will loose so many time each time i duplicate to re align objects in the axes Or like i had to copy a working lightmap material with a custom texture, caus making a new one with same parameters and shader didn't worked ? So yes, i just can let down LE 3 for now, i won't be bale to prototype good gameplay with physics problems, or reach to make a good lightmapped level with some lightmapping issues i had. At least i have reported all strange things and bugs i found like other people have done, until some months to have all that ok, i can just let LE 3 editot take a break
  16. Ok it was nowhere in the Docs Here is the solution : - Import FBX mode - In asset panel , right click on model and choose "Polymesh" - Save the physic file "Phy" it under same folder as model for example - Drag and drop your model in the 3D Scene - on Scene Folder : select your model, go under "Physics" - And choose the "Phy" file for collision. The disadvantage of that System : - You do it manually , even when you just want same collision as model shape simply - For each instance fo the model you put on the scene you will have to go under scene panel and choose each time the Phy file We should do it only one time under assets for a model, not for each copy We should be able to choose any FBX model for physic shape.
  17. Even entering manually values in Offset fields, nothing changes for the collision volume ?
  18. Another one ; i just made a BSP cube, and put character for physics. Even clicking on "Fit Shape" , in View physic mode, we can see the cylinder is too much above the cude ? What is going on ?
  19. I select BSP stuff ,and gizmo don't shows up ? could it be move,rotation scale ?
  20. I even tried with barbarian. I done some update of LE 3 , but all files was ok. I juts put charcater in the scene, and trying to move it, it moves something invisible but not the selected character ? Clicking "Fit Shape" values remained Blanck. I had that bug before, biut even restarting the bug remains now ? what is going on ?
  21. It worked with another simple closed model. Strange ?
  22. Well finally i found how to generate a Phy file : It's not shape but "Polymesh" In asset folder , right clik on a model and choose : "Polymesh" It will generate the mesh collision. I wonder why not using FBX format instead, caus we could specify our own collision mesh. When we use directly the model mesh for collision we should not have to generate stuff, but only click a button t osay "use model mesh for collision' Well, so i know how to do , but it's bugged : I don't know if it is because my mesh is not closed or because they are several meshes separated in the model object ?
  23. YouGroove

    sky box

    I made a big cube that covered the whole scene than attached the material and shader, but nothing it didn't worked ? Could we have later a function or some button in editor to automatically take a skyBox picture and use it as skybox ?
  24. I htink it can come fomr Windows ? some restart perhaps ? But i had the charcacter controller physics that didn't work on applied to a simple model character. Clicking on "Fit Shap" only 3 values remained to 0 , the others was blank. Running the game, and coming back o edit mode, all values were ok, but the model remained invisible during game run ? Does anyone had that, or does it comes form my system ?
×
×
  • Create New...