-
Posts
4,978 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Downloads
Everything posted by YouGroove
-
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
-
Rick : Are your tests on PC or directly tested on mobile ? Because of model instancing I can't just load the base model and apply different materials to it because it switches the models to the most current material. Why not loading a model where no material is assigned and just assign material by code ? (you would have all 6 materials pre loaded) I notice also it's like the scene takes 30 seconds to really load or finish doing whatever it's doing even though it shows and screen and runs. It's like "Darkness game it puts lot of time to start, i think a future optimisation could be done in LE3 : like having one file zip per section made behind the scene. You add a model to your project a zip file "Models.zip" would be modified behind the scene, and loading the game, LE3 would load all zip files of the project (models.zip, script.zip etc ...) I then created 6 csg models and put the 6 materials on them as a precache to the materials so when I call Material:Load() it should be instances of the already loaded materials right? Are you sure about model instancing ? that it works that way ? What is your game type ? tower defense ? to need a big amount of models with different textures ? How works the game if you just create models and materials as needed at run time ? [color=#000000][font=arial, tahoma, helvetica, sans-serif]I get 30 some seconds of choppy 20 FPS before MOST times it gets to 60 and then stays. Every so often it won't get to 60 and stays in the 20's[/font][/color] Do you use NavMesh functions ? it's a thread running in background. Finally can't you change design of your game to make it work better ?
-
ForEachVisibleEntityDo This is only visible entity for the camera ,not All. I think it's better to use : World::ForEachEntityInAABBDo
-
LE 3 : Custom level collision not possible
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
Reminds me year 2004 -2006 and when i used a german 3D engine, it was heavy BSP oriented, and for models, yes you had to make them block with invisible BSP models. DON'T TELL ME LE 3 IS GOING THAT WAY ? .It's no more LE 2 , it's LE 3 why not having the option to use the model polygons as collision ? It'w what other engines do. If LE 3 keep that strange Phy files and LE 2 Workflow, i don't think it's the right direction. Sorry but if my model represents a whole level scene with Walls, strairs, lot of rocks here and here , you really think i will loose hours creating blocking geometry ? Even old engines from 10 years allowed you to use model shape for collision. Imagine a racing complicated level model, i don't think you will be able to make blocking geometry using BSP. So i would just want to knwo what us planed for such essential feature that is model collision for LE 3 ? -
I created a level model made of cimple cubes. I would want collision for this model to just use the ploygons of it directly. But it can't be done Other 3D engines allow that , why not Leadwerks 3, it becomes useless in that caes for me. There is some Shape file, we can choose, how to generate it ? It will be a lot better workflwo and more simple if we could choose some option like : - Use model shape for collision
-
I found a way to have the material correct. IT'S VERY STRANGE. I copied the material from "Developper" folder to my test folder. I changed only the diffuse texture and it worked, the material was no more Black , and lightmap rendering worked ? WHAT IS GOING ON ?
-
Like some oether people experienced it , when you use your own custom texture in a Lightmap Diffuse shader material; It don't render ? and the texture size is 512*512. On strange thing, the material looks Black, and lightmapped materials in "Developper" folder don't look black but textured ?
-
Another test with objects in front of lights to have shadows in the model :
- 1 reply
-
- 1
-
@Christian : Do you have some video of what you name a LE 2 impressive project ?
-
I'm not sure imported lightmaps to be a good solution : Like i posted in another thread : The only solution, would be that LE3 would look at ligths information in FBX file and would load them as some lights. So it would load your lightmapped model, and would create lights in the scene as the ones on the same FBX file.
-
http://www.leadwerks.com/werkspace/topic/6349-le-3-blender-lightmap-to-le-3-tutorial/
- 1 reply
-
- 1
-
I have imported a simple model FBX. For collision, in solid mode i have only BOX, cylinder etc ... I don't have "MODEL SHAPE" collision Is there a way actually to have the collision same as the model or to import some FBX model as collision model ? I see import "Phy" collision file, but i don't use LE2, but Leadwerks 3.
-
LE 3 : Blender lightmap to LE 3 tutorial
YouGroove replied to YouGroove's topic in General Discussion
Blender can bake lot of stuff. Didn't dig it , but you could bake SSAO and lightmap both directly in same texture ? Another LE3 point : Making BSP in LE3 and placing lights in Leadwerks 3, make that these Lights that will be used in static BSP lightmapping, and they will work as dynamic lights on models when running the game. Importing lightmapping from external programs, make that you loose the light information, so you won't have the dynamic lights. -
LE 3 : Blender lightmap to LE 3 tutorial
YouGroove replied to YouGroove's topic in General Discussion
Part 2 :LE 3 import 1) Create a new folder on model directory. 2) Choose "Import" and import the FBX model 3) And create a new material -
A quick , short lightmap tutorial. A good video : And now a quick tutorial : not perfect but people should find usefull steps details here Select all faces of the model (A key) in Edit mode Type U key for meny and choose Unwrap In edit mode : select all faces (A key) And choose "Make Seam" on right panel for a quick UV Type Key U on 3D view and choose Unwrap Scale UVs in UV view (key S) And load a tiling texture : On "Image" menu at bottom panel Create a second texture UV : In the right panel choose "Edit mode" Than add a new texture and name it "Lightmap" for example Pace some lights Make Lightmap UV : with second seletecd texture "Lightmap" Choose edit mode on the model, select all faces ( A key) , in 3D view "U" key and choose "Unwrap" In 3D view "U" key for unwrap menu and choose "Lightmap Pack" (You'll see UV well packed in bottom UV panel) With "lightmap" texture previously selected in the rigtht panel We choose Render mode in right panel now. And click Bake button in Bake menu. You sould see your lightmap created quickly. Now in bottom panel in Image mode. Select the image icon to display the image List And for each : just export them as TGA for example. Select the model in object mode and choose export and choose FBX format. That's it your model has been exported as the lightmap.
-
I think Blender can handle any number of materials, i'm not Blender specialist (i even didn't tried and don't know how to display or bake a normal map with it). You should aks on Blender sites and forums for specialist people. My goal is just to show people a very simple way to do it without multiple tools or workflow. It's for them, i will not gain anything or fame. It's not for competition indeed, if someone can show a better results and even faster way, go for , the community will benefit form it and will have several options to import lightmaps so.
-
SUCCESS : Like i've seen on a video on Youtube , you must apply "Lightmap Pack" before baking it. * It's fast, smooth, why loosing time in long workflwo and tools (we are not in 2002 years )
-
Again a double post ? it is chrome ?
-
A quick test in Leadwerks 3. imported a fbx model, import diffuse and lightmap textures, assigned Lightmap diff shader. There remain strange Lightmap UV black lines, like the 2nd UV would have some offsets problems ? It was only FBX export of the 3D model. but it is promising.
-
You should search in Bugs and LE3 before posting : There are known bugs. Josh is concentrating on GDC event, you can expect bugs correction for the next update after the event.
-
Complicated. It could be done in Blender, more easy without needing old tools.
-
The lights you place in the levels affects BSP AND models. They affect BSP for lightmap making, and they affect models caus when the game runs they become dynamic lights.
-
Yes models are not lightmaped, and you must choose a shader from the "dynamic folder" for them.
-
@Rick : Do you use BPS or models ? Caus Lightmapping will only work in BSP geometry. You put 2 directionnal lights, in the normal way of doing levels, one directionnal is enought. What are your texture sizes ? big ? and it is standard sizes (256,512,1024 etc ....) ? If it was BSP perhaps you had some problem like this one ? http://www.leadwerks.com/werkspace/topic/6220-lightmap-fails/ I also had some fast lightmap compute time once with BSP, i just remade another project.