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YouGroove

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Everything posted by YouGroove

  1. I tested LE 3 BSP, and just seen it lacks some features i've seen on some other BSP systems : - group/ungroup BSP models - different texture per face - shift UV position on a selected face of some BSP cube for example etc .. But even without that like seen on "darkness" game we can make good levels using BSP. So my quetsion is lot more general : Games using UDK uses less BSP possible and industry 3D artists don't hesitate to say : "replace as much BSP as you can with models" -It is BSP not outdated today ? -Would it be better to be able to import our own lightmapped levels or models ? -Would it be better have L3 having some thrid party plugin allowing to lightmap models we would have put on the scene ? (i know it could be too much work) - Or let's wait LE3 future updates with real time shadows like LE 2 and forget lightmapping ? Lightmapping allows great looking scenes without frame rate drop. specially if you want it to work on lower hardware machines and old lap tops, avoiding teh consuming real time shadows.
  2. 1 ) It is possible to have different textures per faces in BSP mode ? I mean like some cube : left, right faces = wall grey texture top face = grass green texture 2 ) Can we change UV texture shift or position in some BSP face of a cueb for example ?
  3. Strange ? I just tested : I had models folder open in "assets" panel, i just drag and drop an FBX model from a windows directory and it was imported right away I work on PC , so perhaps it's related to Mac ?
  4. Could it be possible to have some group/degroup in BSP mode ? If we would have some connected rooms or corridors we would need to duplicate them some times together, so a group function that would keep some BSP models grouped would be great. Selecting one of them would select the group (same thing for scale, rotate). Can we save a scene made of some BSP models as Prefab and re use it in another scene as BSP geometry ? (taht could replace the group function)
  5. Prefabs can be made of BSP brushes, or models or anything. If we make a prefab of BSP geometry, when we import it in the scene and clikc lightmaping , will the prefab work as BSP and become lightmapped ? Can we import a FBX model with a diffuse texture, give it the lightmap shader, and it will be lightmapped when we click lightmap ? it would be a great new features
  6. Watching "darkness awaits" scene elements is a LONG LIST. When i need ot go to some barbarian or other stuff in the end , i have to SCROLL A LOT DOWN Would it be possible to have in the future some virtual categories folders or why not real folders when creating a scene ? BSP folder models folders etc ... Folder we would be free to create, each new created BSP or model put on the scene would go directly on the selected folder of the "scene" panel if it would exist. I can't imagine a big complex scene how it will not be so easy to navigate in "scene" tab panel ? Sorry to post concurrent engine example , but it's for the good cause of LE3 BSP is the worst to watch on "scene" panel caus it becomes very heavy and long in elements, having it on one folder we could open or close in "scene" tab would GREATLY IMPROVE scene tab panel visualization
  7. Yes , Duplicate BSP, models, lights etc ... anything. It would work like copy and paste , but in one click That's borring in BSP for each cube i want to tile and align to click two times for each Even better : On left click in the menu, add the context menu : Duplicate
  8. I changed a texture from normal map dynamic to lightmap diffuse shader. re assigned to BSP geometry, i put some light in some BSP corridor base and i see nothing ? Even calculation is too fast, could i use Low or High lightmap calculations ? Perhaps i've done something in the wrong way ? but i don't see ? I think it comes form the editor cache memory , like it couldn't reset materail textures or scene. In a new scene, i made BSP and lightmapping just works.
  9. Is a prefab made from BSP still a BSP mesh or model ? will it keep lightmaps ? what is the best way to work with BSP if we want 3D tiling ? 1) make BSP geometry that can tile , that you will duplicate and snap together 2) or make 3D Tiles in BSP and convert them to Prefab , then you will duplicate prefabs and snap them to grid or together to make levels ? 3) make free BSP stuff without reusing them or without making special tilling ones (example like unique outdoor surfaces made of BSP, some cliffs) Anyone have experienced LE2, LE3 BSP enought ?
  10. @paramecij Did you have some special option to upload even sub categories ?
  11. What you mean ? I can create a map in LE3 and release or distribute it as tutorial or game demo i think ?
  12. I think in snapping features ( for 3D Tiles models) like in Blender : Shift -D : duplicate than You move it at side of the first than Shif-S : snap the 3D model to the grid (from some top view for example) or to the other model vertex
  13. Could we have a gizmo for lights and cameras in next updates ? Is it too much complicated to do ? Is rotation using some 3D circles also complicated ? (it's part of workflow, it is so much not natural and less abiltiy to read what is ging on to use axes).
  14. @paramecij: Super scene. From where comes the 3D models ? did you made them or baught ? Could be some scene of old game on SNES Jungle Strike.
  15. @BES : Sounds cool. Good choice (space ships are lot more easy to manage than characters animations, expressions, dialogs, and AI)
  16. Have you read "darkness awaits" code or have you made a level test using LE3 at least ? Caus LE 3 makes the basic App.lua code for you that load your map and it just works. http://www.leadwerks...ap/mapload-r510
  17. Rotation Gizmo should be a circle not an axe ? Why do we have to keep that outdated Gizmos ? Guys, You should check my post on essential basic ameliorations here : http://www.leadwerks.com/werkspace/topic/6022-le-3-ameliorations/
  18. The problem is that you must save what you attached and it's position,rotation, its folder, you should have some new file type for that. The best is that you make this sort of editor yourself.
  19. I just wanted to have something like that : http://www.polycount.com/forum/forumdisplay.php?f=42
  20. tried HttpRack, it downloaded commands reference list. But it didn't downloaded their descritpion and C++, Lua examples, so almost useless.
  21. In viewports, dragging a rectangle makes CSG primitives or waht is select in Objects tab panel. In perspective viewport nothing happens. it would be good to have some new icon to be able to select multiple objects at same time even in perspective view by dragging a 2D rectangle. That's really lacking and it should work like that by default on perspective view : - one click : select one object - click and drag rectangle : select all objects in the rectabgle.
  22. Another : Beeing on any viewport ,the left click Menu show slot of items taht should be on some sub menu. "zoom in, zoom out" : are mainly done by mouse why putting them in the menu ? Grid size, viewport etc ... are not setting we will change a lot specially if we don't use BSP. This menu should have some lot more usefull stuff that is really missing : Yes beeing on a viewport, i select a goblins i would really like to see in right clikc : -copy -paste -duplicate This is very common of lot of editors to find such usefull commands instead of having of going to menu top or dragging again the model on the scene.
  23. Problem resolved, i redone weight paint on some parts. In fact Mirror weight paint must be avoided in Blender 2.49.
  24. Just tested the FBX model import elsewhere , and i have same problem. So this is related to my model, not LE3 import.
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