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Everything posted by YouGroove
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We must ask Josh to implement variance shadow maps from gpuGems3 then
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I just made a test using PhysicShape generation and it works good. But for levels, with LE3 it's better to keep BSP as you can make square based levels indeed If you need to use the model as a map, the best way is after importing the Obj file in Blender : - make copies of the voxel level - delete some parts in each to make pieces of the level - import individually each piece of level to benefit engine culling I think it's a better tool to generate assets like trees, houses, rocks you will place in your map. And it's cool for making voxel characters , weapons and other assets for your voxel game.
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For people interested in Voxel like models, there is a free one i use : MagicaVoxel https://voxel.codeplex.com/ It has many advantages compared to some other free ones : - Mirror mode - Draw and fill or remove - color mode Exporting to Obj file its has two major advantages : - No duplicated vertice, doubles are already removed - Exports one material only, for color it uses the exported texture lookup It don't have animation support, but that's easy in Blender. It can have many uses : - characters - props - maps (just scale up the exported model)
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Thanks Shadmar, But once again , it's valuable information hidden in the forum thread instead of docs
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That's strange , why not using alpha channel like all transparent images ? It's less confusing when we use transparent to use alpah everywhere insteda of having a specific cases no ? (and it shouldn't be so hard to change and put alpha in the shader)
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LE3 uses standard shader, not PBR, so you won't have any use of Roughness and metalness maps. One way of working in Substance for using textures in LE3 : 1 ) Painting keeping metal always at 0 for all layers painting Paint variations of roughness that will be your specular variations : it will be your specular map for LE3 2) Export these textures : - Diffuse - normal map - Roughness 3) Import these textures in LE3 and use Roughness as your specular map with the diffuse+normal+specular shader. ( Tweak your roughness map in some painting program if needed) Or you can try some shader that just mimics PBR but it is not a real PBR shader : http://www.leadwerks.com/werkspace/files/file/578-pbr-shader-effect/ This shader looks not so good , it is just a placeholder shader until LE3 will get real PBR shader some day. At least you can use your roughness and metaleness maps and get some sort of preview of how could look the game.
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I resized the rights panels to minimum, then putting them back to a good size, all bottom panels are still not displayed, but messed up ? It is on my system only ?
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I used a simple alpha image that works in "Alpha" mode , but it displays a square black texure in Shade mode.
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Ok, some security is lacking between objects in the scene and scripts attached to them, something that refuses to overwrite the name of the script. The problem is if you are not aware , this bug make you crazy, i loosed so much time verifying the code, trying again and again things that should work ... i almost let down the project And there are some serious bugs like prefab child not at good position when instancied, pick problems with characters, particle problems ... i make a pause on that project and keep effort on others for now.
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I had a contrast post effect working great, until these days, nothing has changed in the code. What is strange is the effect is visible in the editor and not running the game. Soes someone has some post effect not working also ? I think LE3 really don't like my system , so it refuses to work correctly and make many weird problems
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Something has gonna corrupted. I changed the player script to FPSPlayer, but launching the game , Lua crash saying p0 is nill in TPS script. That's really weird, i verified and no objects was using TPS script. Another weird thing , i could not rotate camera viwe and the code was unchanged. Perhaps it was map upadting i think that barught these problems. SOLUTION : Delete the model player from the map , and drop it again on the map , and re attache the script. And it runs normal. I could add again p0 pivot as child , and it wasfound and Lua didn't send any error. if self.p0 == nil then error("p0 is nill") end When things go weird, delete the object or the map and re start
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Did you updated your project with last LE3 version ? It's not the first time i use child objects. The pivot is as child fo the player model in Scene panel and this Start() just go in error self.p0 = self.entity:FindChild("p0") self.p1 = self.entity:FindChild("p1") if self.p0 == nil then error("p0 is nill") end I'll re install LE3.
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On the background it's a test texture on a cube only , nothing else or more
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I deleted and created again, the problem remains.
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Yes i got the error, even with other child object like "spark" it doesn't work if i call hide() function just after. I think FindChild is broken, or LE3 don't like my system. self.p0 = self.entity:FindChild("p0") self.p1 = self.entity:FindChild("p1") if self.p0 == nil then error("p0 is nill") end --self.spark=self.entity:FindChild("sparks") --self.spark:Hide()
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Lua says p0 is nill in the line of code below, when the player script runs a raycast : function Script:Raycast() local p0p = self.p0:GetPosition(true) ... Start() function code : self.p0 = self.entity:FindChild("p0") self.p1 = self.entity:FindChild("p1")
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Basic lightening shadows option for particles
YouGroove replied to YouGroove's topic in Suggestion Box
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I thaught it was on "general" tab, but it works with "sprite" tab. It can be closed.
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Visible mob fire , firing with some percent imprecision instead of 100% precise fire. To add : -mob muzzle flash -player sparks impact -make the effect more transparent
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Creating a sprite that is square, changing scaling values has no effect.
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Take the time to look at the link i posted and try it. You put some objects having physics as childs of one other other object or pivot, and save them as prefab. When you load and instance your saved prefab by code, the childs objects get spwaned at a different distant position instead of keeping their position as childs. This is a old prefab bug with child objects.
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Perhaps , on all other 3D engines, even small ones, the model i import keep it's name, even when dropped in the 3D scene. Only LE3 make it in a weird way, but if you like that way good for you. The bug is even worse : tthe name in the Scene panel is not the same as in "General" panel (in the screenshot). Don't tell me it's normal Indeed it's not something that will stop you, but importing multiple models and having to rename each time is strange while in other engines the names stay the same after export from your 3D package.
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LE3 import multi material models. Did you export from Blender directly ? Upload your model without textures if you want to someone to take a look.
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I just imported and dropped a character in the scene, the name is not the same in the scene panel and description panel. About the bone names renamed, i really don't know how it happened, but preventing that on animated characters or making it more safe would be welcome. I searched why my script was no more working and it was just because of bone names.
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So this means Mobile support back ? Mobile games are faster to make, more fun to make, and direct to sell on Google or Apple Store. I hope LE3 will come back to mobile if the API is full cross platform ?