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Everything posted by YouGroove
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There are several little refresh problems with LE3 editor with models also. I think they will be fixed in next update.
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LE3 : Tutorial make attachable weapon from Blender
YouGroove replied to YouGroove's topic in Game Artwork
Yes thanks, just to get the entity pointer, no need to call that every frame. -
For Blender users : After a good bucnh of rotation trials on weapon export to FBX i found the good way to export it, so i share it for interested people. You need to make some bone special to handle the wapon on the hand like on the picture. Next the weapon must be aligned differently from axis compared to the model like on the picture also. By keeping that convention you will be able to place weapons or other stuff using only the SetMatrix() function directly (without offsets or rotation tweakings) The code in Lua is : Script.LeftHand = "Bone.003_L.004"--string --self.weapon = Model:Load("Models/other/weaponV5.mdl") Script.weap = Model:Load("Models/ff7.mdl") Script.weap:SetPosition(0,-100,0) function Script:UpdatePhysics() ... local child = self.entity:FindChild(self.LeftHand) mat = child:GetMatrix(); self.weap:SetMatrix(mat) Here is some ingame screenshot (it's not perfect caus weapon was placed approximatively , like the size, caus it's too big, and like the bone for weapon that was quickly made without taking care of good placement and rotation)
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It was opening bad map before some saves. Back to normal. The good level loads now.
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Anyone have some ideas or answers on if it is possibel to add some offset move and rotation to some Matrix ? Matrix from the function GetMatrix(entity).
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I have some project named : Proto1 It contains a start..map Each time i load this project or is loaded by default, LE 3 opens anotehr map of another project and never load the good one ? Perhaps the project file is corrupted ? It would be cool to have some option to edit project definition to define manually the good map.
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It could be cool to have some big size texture that could contain tiling textures. It would be only one file to load, and with some special format size that would contain textures description (position, size, name of texture to create) in that big texture, the engine would create in background the tiling textures we could use in the editor to texture BSP or model or put on shaders. here is advanced textures articles http://mrelusive.com...dware_final.pdf http://mrelusive.com...al_Textures.pdf We don't need such advanced stuff i think (i'm not sure there is lot of people here that would succesfully use it in a real game they make). But well only a simple big texture containing sub texture would be already great. It's just a wish for some future update who knows ?
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I had same idae the other day, but didn't posted it. I will post that in suggestions thread.
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I dream of some Car editor special for vehicules of 4 wheels. Somethign where you would import some car body, define physics and mass. Then import a wheel, position it by symmetry on right position, than tweak defaut physic values. Than just use some physics commands on the vehicle. I think it's for later.
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I'm also in same mood about that. But i think LE 3 going eye candy with shadows and others stuff, it's a marketing good point to attract people searching these features. Im' not C++ Fan at all. I like a lot actual way of using Lua, it's simple once you have understood some concepts (thanks to Chris for some explanation on some posts). And i have some doubts about making a full game C++, or it can be by getting all entities by names in a loop like in the old LE 2 way i didn't liked. For me Lua is just perfect, you create the script behaviour you nedd ,attach it and just run the level, no worry about finding entities by names or manage them, caus they are managed by the attached scripts.
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Indeed , no fun game , no popularity, less sales Yes perhaps "Pleasure" instead of "Fun" was better word. I think this feeling is perhaps particular to me , because i come back from a bad experience, caus i was stuck in some very old German 3D engine, that never have been revamped from ground from 2006 year. I used it from too much time , and now i regret indeed to have loosed so much time in i and didn't had switched for other 3D engines before. The workflow was a real pain , shader assignment by code also, ... all was a so big waste of time, FBX import was lot of problems like characters at wong place and rotation in several axes, no unified lightening or shader system. Even the script was too much like C language with some painfull things ,like initialisation of all variables and arrays mandatory etc ... Well i see now, if i didn't had used it, perhaps i would have finished a game I was lot more stopped to really make a game confronting to all that problems, even trying to import some stuff was broken, lightening was broken also, several times i just get stuck on various problems or code and let down each time i made 3D assets and tempted to make some game prototype. That's my fault to have been stuck with it, and did not moved to others 3D engines quicker and eralier. With LE 3 : I can use Lua in really well to do lot of stuff easyly, i have gonna to a good level i didn't reached with the other engine. I can really express myself in Lua , and import models, textures, put shaders , test a scene all smoothly and even faster. I think that's this finally bad experience with wrong 3D engine, and after using LE3 intensively these days, that makes me a felling like coming back to PLEASURE of game making like in good old days of BLitz3D
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Im' not fan of any 3D engine, i used some , didn't reached to make a game project. Even there is no perfect 3D engine for each specific people needs and goals. But i didn't felt so good about a 3D engine before long time after Blitz3D. And here we reamin in indie field, that's important also. So i think i should talk about it why i like LE3 I like : - the learning curve is super fast if you have some fundamentals in game making and script. -the Project Manager, projects are so clear to mananeg with it. -Project organisation, how easy to create a new C++ or Lua game. -The drag and drop for assets , easy shader selection, all is smooth and fast. -FBX import , animations extractor just works so great. -Lua script is really learnable even for non super programmer. -And script attaching feature, Lua variable exposition to panel , and be able to make a complete game without going C++ is top. Yes it remains some big bugs, some suggestions that make lot of sense and that can become essential. I would have prefered next update not centered in graphics, but in bugs and suggestions. But i understand some users asking shadows, advanced rendering, and Josh must attract the most people possible with eye candy new stuff people want in priority. I hope priority to come back to some good suggestion that have been posted and their possible implementation. Despite that, i can create fast from Blender to LE 3 and prototype a game quickly. Lot more than easy and fast than another 3D engine i followed too much years and that is really outdated in these editor/workflow areas. I hope Flowgraph Editor to evolve in future updates also , it think it's promising , and pure 3D artists could find ready to use ones, for different game types. Yes i just wanted to say that LE3 even basic rocks to make games. AND THE MORE IMPORTANT POINT OF ALL THAT : I HAVE FUN WITH LE 3 Thanks to Josh.
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Asset Explorer doesn't show imported assets
YouGroove replied to Rastar's topic in Leadwerks Engine Bug Reports
I also had this problem one time. Or another like deleting models from folder in asset panel, they don't delete from folder of hard drive ? Yes they are some refresh and other drag and drop bugs. -
Invisible, just mean , don't display it
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Perhaps in the future some key editing feature in menus or in a panel ?
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+ Support and some help from awesome people on the forum
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Well only trying it in a some game needing to create entities at run time we 'll show if it is fast or not ? The Prefab question remains.
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Breaking the routine is good and that'w what spices up the life a little Best luck and success.
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More simple , the function to load a prefab by code are you sure it will load all stuff not only the model ? And where it is specified loading it will run some attached script ? Anyway, for optimisation : Creating/deleting objects IS SLOW For the tower defense the best is you to create a pool of objects at game start (a pool of maximum towers or minimum you would need). Place them at (0,-500,0), make them invisible , no collision. And when you need one on the game, just move it where you need it by changing it's position , and make it collidable and visible. ************* But yes be able to load a prefab or object and load some attached script and be able to run the script would be necessary.
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Thanks for the help. Here is another way that seems to work : (the weapon is loaded in App.lua for the test) -- Get the bone by name of the hand of the character to attach the weapon local child = self.entity:FindChild("Bone.009") --Get matrix of the bone [size=4] mat = child:GetMatrix();[/size] [size=4]--Apply matrix to the weapon[/size] App.weapon:SetMatrix(mat) I'll have to figure out how to export weapon to kep it well placed in the character hand. Or the other way is to give some offsets values to position the weapon after Matrix placement.
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LE3 : detect position in 3D level of mouse position
YouGroove replied to YouGroove's topic in Programming
Awesome. Thanks. -
I don't know how to do it. I juts post it as reminder, i think lot of games uses mouse for pointing direction specially RPG games.
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It would be cool to see some "Darkness" game with deferred rendering.
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It was already mentionned in a post here, Josh said it will be fixed for next update. How to organize bugs and avoid double posts ? (no way i think )