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YouGroove

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Everything posted by YouGroove

  1. When drag and drop a texture in Asset panel , we would gain lot of Clicks and time if : - We would have a texture - a material than we would just drag and drop texture on top of material it would put the texture on the first available free slot texture. Some example : We have a very common texture and shader choice : -diffuse_texture -normal_texture -spec_texture We would just create a material , than - drag and drop diff texture on material would put it on diffuse slot - drag and drop next texture on material would put it on normal map slot - drag and drop next texture on material would put it on specular map slot I don't know but diff, normal and spec beeing the more comon for next gen stuff, LE 3 could detect drag and drop of textures on a material perhaps ?
  2. Applying materials on some objects :
  3. The work around i founded and that works is : USe one developper material and render lightmaps : 2) Apply material (with lightmap shaders on surfaces or objects WITHOUT RELAUNCHING LIGHTMAPPING ! Yes it will be hard to test lightamps on levels quickly like that. But until the bugs remains , i'll avoid BSP and use my own 3D tile system from Blender.
  4. Strange i just dragged developper material on some cube and it showed, and another BSP floor also showed at same time with it's own texture ? Strange behaviour ? Dragging same green materail on second building made appear the whole scene ? What is going on ? Launching lightmap again, just made strange weird lightmaps :
  5. Strange i made several materials using the lightmap diffuse shader, i applied them to the scene. But when rendering only some parts renders ? even trying adding spotlights didn't nothing ?
  6. I imported textures than made materials for each as i needed. If a material is selected on the asset browser on some material folder : When clicking on create "new material" LE 3 first time will take the selected one (slected caus i drag and dropped it on BSP level), and will propose to create a new material using the selected one ? So i click "Cancel" Than by retrying it seems ok , that a real new material has been created. Well it failed several times, i had some exception error. Relauching LE3 i seen some bunch of materials i didn't seen named : "new material" "new material (1)" etc ... So i think it is also some refresh problem in the asset folder caus i seen the new ones that failed only after a restart. You can sse the new materials on the left in the asset panel :
  7. - Follow : the mob will turn to face player or another entity and will follow parameters : entity to follow (like barbarian and goblins) Distance far away when follow will be activated activation Distance closest to stop follow - Take Cover for player : some 3 raycast (left, right, mid) to detect plain surface and it would take cover Ability to crouch in the cover position - Go to player and avoid obstacle with cylinder collision (could it be golbin or big trees or anything) All that could be used with space ship game from top view or otehr game style , not only characters based game.
  8. @Rick: No need for big plugin for such simple stuff. Simple Lua template will do the job. My question would be more : How many scripts per scene ? Better to have less scripts and regroup code ? less threads and call i think ? Depends on your game complexity also.
  9. It depens on the complexity also. Playmaker allow a good range of options from character controller, to ai and collisions etc ... I think Lua script templates are the key for non programmers; scripts made by programmer people.
  10. ok i didn't undertsood. you just need maths : Calculate the vector than use move function by advancing the model each physic updates. For maths , just try on google search. Or there is some sort of code in the 3rd camera code Chris has done : The camera is placed behind player in Z position, you could do same by advancing the object along Z local axis. I think it can work like that : Each physic update : - turn to object direction you want ot reach - move with a step number along Z local axis
  11. Why don't searching on the docs ? http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entitymove-r165
  12. Yes it can become lot of models if we go in details. But there are some main 7,8 buildings, and the rest are details it seems. Anyway, there are solutions, it's up to you to find the best one. (even solutions like staying LE 2 for this project)
  13. I have a question : *********** The last call to entity:Move it is on Camera local Axis or global axis ? because in the global world axis a move on Z global wouldn't work. So this move is along Z is a move along the vector : Camera -> character ?
  14. @Scarlet Thread : Explain me this concept of the car ? I really don't understand the parallel ?
  15. Normal map is coming for BSP i read on the forums (so you'll have normal map + light map on your BSP level) For specular i don't know. If you need different shaders for the base level , you'll better choose models and not BSP. Another solution : Use Baked normal maps (normal maps transformed to gray levels) I seen that , even on Uncharted game. You won't notice the difference alot , specially in a action game. It depends if you target eye candy with dynamic lightening, or simple normal map look ?
  16. Have you some screenshot ? Could you lake one or two to see if it really looks so out dated please ? For PC : I would say, wait for next update, make all your level in some modeler and use only real time shadows.if you target High or good PC only. If you target Lap Top, lowPC , yes use BSP and wait for self shadowing. In a modeler you can go fast at level making , if you make a scene containing a library of 3D Tiles :you have just to load this scene , than copy and align 3D Tiles to make your level
  17. HAve you a screenshot of your game on LE 2 ? I'm curious 300 is a lot
  18. I'm not advertiser or fanboy of any engine. I know the price is from years, what was strange is the focus on mobile only in the mail advert and for the cheaper solution at 400$, Caus they made adverts but for engine , now they focused on mobile advert , just strange. Forget it , i think i got it that time: Forget 3D engines and make a game instead.
  19. Programming language, i'm also not very convinced : it can be good to prototype indeed only. But for a full complex game it can become not readable (or you'll have to got some boxing, unboxing or visual stuff groupiing and zooms) What about scripts variables exposition feature ? You have variable you make visible in the panel editor , this is already a big step forward. There are some sort of templates.People will make more scripts, for any purpose like RPG stuff, FPS etc ... A 3D artist will have only to attach the script , then visually tweak values, is not that awesome already. But a 3D artist made a game with Playmaker(Unity plugin) : I discussed with it, he didn't know programming and just followed visual tutorials Why not asking Playmaker guys to port their tool to LE 3 store some day ? Well i believe lot more in Lua script templates for non programmers : - attach script - adjust variables and here you goo could it be 3rd person scripts, inventory scripts, FPS scripts ,door scripts etc ...
  20. Perhaps LE2 users could have some good discount on some future big evolution ?(LE 3.5 or LE 4) Yes LE 2 users won't get anything special this time. But perhaps it's just a real break between LE2 and LE3 and turn the page for totally new product in some sort.
  21. Great strategic position. I received some Unity advert telling me that Unity 4 basic and Android or IOS basic for 400$ is awesome deal. Are they spying LE 3 forums or blogs ? It just prooves some others indie 3D engines have leraned it and begun frightenned Yep LE3 Lua script system is amazing ,even if im' not good coder or bad at maths (Thanks to Crhis for all is detailled long explanations) For tutorials, well why not FPS. It is strategic to appeal FPS Creators users ? Caus i would like to see racing system in the future. I hope to see BSP smoothing for lightmaps soon
  22. I think it's the wya howworks the base graphic shader layer of Leadwerks 3. So multiple textures will mean multiple materials. It could be some future evolution : when importing FBX model, LE3 would detect multiple diffuse textures , than it would import all assigned textures, and then create one material per texture behind the scenes for you. How many models do you have to convert ?
  23. Well if you create a new project ,indeed it will run fine by default. But to see something , make sure you created a camera (attach some free look to it) , a light and some box in the scene.
  24. Well, i don't know FBX format. But does it stores a reference to the textures names ? Actually we drag and drop FBX, after that we import textures, than create a material. Hopefully the drag n drop workflow make all very smooth Could we have a big shortcut like import FBX, would automatically import textures : When importing FBX model - read the texture filename and search it, if found, it creates a new ".tex" file - Than creates a : - new material with same name as FBX model with the texture in the diffuse slot - and choose the simple dynamic diffuse shader If more than one textures, use only the first found one.
  25. The way you can do it is multiple materials per object. lIke the game "Darkness" The barbarian have two materials : one for character , another for shield and weapon. They ar not compatible and using FBX format and new workflow of LE3 , you must do all step by step. all this annoying work for just importing some models is just useless time waste. If you have FBX, the iimport is just drag the model on the editor., it's not time waste. Because it's not a new LE3 project but a migration , like using some engine than using another one indeed you'll have lot of hard work
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