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Everything posted by YouGroove
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Super black, and empty (no character). Good : clean and simple models and textures
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It makes sense. You have just to pen the map you want to work on. To speed up thing the editor could have some short history of last maps and have some menu like "Open Recent Maps"
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Anyone have tried that solution : In the Assets tab, right clicking on the model will give 'Generate Shape'. Because i don't see any collision color when i turn the view in collision mode ? perhaps it's normal ? I'll retry tonight at home.
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You just have to wait for LE 3 GUI system and editor, menahwile you can develop your game. Why not 3D menus ? Or simple rectangle polygon with text on it ?
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I'm curious do you use BSP models from 3D World Studio with LE 2 , and ofr what parts ? or only models ?
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@Naughty Alien : Awesome It is LE 2 ? LE 3 ? Who is making the 3D art ?
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LE 3 : change Script variables in panels during game
YouGroove replied to YouGroove's topic in Suggestion Box
It could be usefull ike i said to tweak any variables : Imagine moving platforms, running character you could tweak and test in real time variable values. I don't think it to be so hard to make ? It's just the engine that would have for epxosed variables to look at what it is in the panels all frames behind the scene. Some very popular indie engine use that feature. -
How to use it ? What to do with material and shader ? A big cube covering teh whole scene, and you can 't select anymore what inside the scen, but only the big cube ?
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didn't find that in docs ? or it is , and it should be more showed as important for model collisions ? Strange but in "Physic" view i don't see the model turning blue to say it's the model shape as physic collision ? And in collision tab if i try to open some Phy file i see any file like that anywhere ? Does it worked for you Rick on some custom model ? This collision mode should be transparent, or allow us to import a FBX shape for collision, and not LE 2 "Phy" file Well perhaps because you do it one time only for a model in the asset. In the scene tab, they are only instances : you will not generate the shape for 20 instances, but do it one time only in the asset tab. It makes sense.
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Texture selection per model instance shader [shader included]
YouGroove replied to Rick's topic in Programming
Amazing. Could you put it on Asset-> scripts ? or shader ? Or it will be loosen on the tons of posts here. -
@ESP : You are right. I Must shut up myself.
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LE 3 : change Script variables in panels during game
YouGroove replied to YouGroove's topic in Suggestion Box
I meand , change at real time without coding like some popular engine do. We don't want all what other concurrent can do. But this possibility will allow you to gain lot fo time for tweaking values. I can't imagine changing values 10 times in the code and launch game every time to have the best value ? Specially if you have some 10 or 20 variables to adjust (like character parameters). I can do without indeed, but having it would just be better editor features. -
Really does anyone know how to have precise model collision ? How to use model shape for collison ? (without using strange Phy file) I just can conclude there is no way. So i just have to use BSP with LE 3 no other choice
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Im' not Fan of Leadwerks 3, Esenthel or Unity, UDK or Ogre 3D or whatever ... I just use one or two engines mainly. And i'll try to reach a playable game with the engine that will have what i need and can use. LE 3 and another super popular engine are the main ones i use caus of easy script. The programming part is ok now for me in LE 3 , i have the programming Lua skills to do the game i plan. The Beta feeling comes from all the reported bugs and no date for some near update ?
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Will it be possible to change Script variables that are in panels during game. It would take all sense and dimension, beeing able to adjust parameters with game running. Like adjusting the character speed move, a camera move parameters, light created by code parameters etc ...
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That last days i went againts some blocking issues : - I discovered other problems when you create your custom lightmap material. -Some very needed suggestion features are really missing (cam/light gizmos , better rotation gizmo , Delete key to delete assets/scripts and any other stuff etc ...) -There is no way to physics taking model shape for collision (actually it's not possible other than from some strange Phy file ?) Move out to the trap the "Phy" file , it's not LE 2 and use FBX instead. -Some bugs in refresh system that makes the files we see not always what is really on hard drive etc ... -GUI system is really missing. Actually BPS is the best solution to use Leadwerks 3, it can be fine and you can make some game like "Darkness" or some "Doom" like. And it lacks CSG booleans actually also. I can't imagine to make a complex race track curves in BSP when i can do that with splines in a modeler in some seconds. Well all is not so "Beta" indeed : I like it's Lua script indeed and possibility for attaching code. We can import our own Lightmaps models (not lights unfortunatelly) Workflow is good as some other engines. We have basic dynamic standard shader working good (for custom models i only tested normal map and diffuse until now) We can prototype very quickly gameplay. It's just my feeling we are in Beta and LE 3 core is not solid enought. And it will need some 6 months or end of the year to be solid (bugs correction, suggestion taken account ? , new eye candy features, perhaps a GUI system and editor). Will bugs and suggestion be priority before moving to eye candy stuff ? Will some update be planned for all that amount of bugs and suggestions that have been reported on the forum ?
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Shadmar : I'm also interested for Android on that code. Could you post some working example on "Assets" -> "Scripts" of Leadwerks site ? (Important new functionnalities should be here for all users to community)
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I can't help you in any way this time , sorry. How do you display memory usage ?
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Already known bug. Do we have some date for next update ? Will LE 3 bugs be priority or Eye candy graphics ?
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there is an option to choose a shapefile? All my question are that lol Phy file is LE 2 , i don't use LE 2 or LE 2 tools. How to do so ? Simple : there is no option for now. Even new comers importing some race track for example will be stuck. You are tsuck to use BSP or LE 2 engine with some LE 2 tools mixed with LE 3 , what a shame. Anyway i have the simple shooter project with BSP, so i'll go back to that waiting for some responses on collision on models and what will be done.
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In fact didn't understood, what i do with the collision shape i made ? I don't know what to do with it ? I can drag and drop the "Visual complex model" in the scene, and what i do with the low poly collision one ? Where must i place it ? after import in FBX format ?
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No probelm , i can do retopology also So we reach the heart of the question again : what can i do now that i have used the decimate function ? What do i do with that low poly collsion model ? Where can i tell LE 3 : use that low poly for collision ?
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Looks great Simple, clean, just need gameplay now. Lot less impressive as LE2 screenshots : 3D tiles of a Race track in the makings for a future free arcade racing Android game. I'm stucked in how to have collisions on models now ?
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Without that super shader : For example if your Goblin would have 256*256 texture UV, what you could do is have one 1024*1024 texture that would contain four assembled 256*256 textures in fact , and just use some UV shift to change texture of the model at runtime I don't know if LE 3 have simple UV commands functions ? Keep us to date with how you've done and what works better, i'm interested
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IF i load one model that is my level or a level section, i can't use it's shape as collision actually. It's a complicated model os i won't make collision with BSP or i would put days. I see there is some .phy file collision ? where is the tool to generate it ? It should be better to have a .FBX for collision instead of .phy, it's LE3 no more LE2 , let's forget Phy files and tools (let's be more simple and standard) Why not just having also on collision menu some option like : - Use model shape for collision So will it be in future update some changes for physics as i don't plan BSP based level ? - FBX for custom physic shape - Option in collision menu to use directly the model's physic shape