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YouGroove

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Everything posted by YouGroove

  1. Choose no shadows for your objects and their materials , for lava effect and you can use an emissive or glow shader.
  2. I think using navmesh navigation, the character controller just navigate trhough navmesh and don't pay attention to obstacles. You must use a raycast , so your monster will be able to detect some obstacle and then stops walking or choosr another destination.
  3. Someone tempted Nvidia, but it seems it 's not easy to integrate it in LE3. http://www.leadwerks.com/werkspace/topic/11714-disabling-the-physics-engine/page__hl__nvidia#entry84674 The best solution would be Nividia or Bullet physics support, i mean some active 3D engine with tools.Newton is not Nvidia big company. I didn't find work arounds.The best you could do is to make some cloth animations with variations also and play animations in LE3. For the TODO list i don't think the 3D engine will change soo , as this is lot of work.
  4. Plugins, once LE3 will grow more , plugins will be the next big thing to have, and people will make such editor addons
  5. Why not simply using Navmesh polygons instead of collision ? It's just picking the right navmesh polygons around you and getting the heigh with a math formula. No collision, , no raycast, just simple search and math
  6. Tjheldna contrast post effect
  7. This has a big cost because it uses collisions. But you can use some raycast volumes and determine where some groups of particles should fall if they fall vertically.
  8. I tweaked values on, shader and got less SSAO : #define samples 13.0 Is there a way to make the effect stronger without spreading too much oround ? The effect is not very visible sometimes with these values : #define motionblursamples 15 #define motionblurrate 0.5 #define motionblurdistance 0 but perhaps it's normal ?
  9. Is there a way do have SSAO not on characters or to diminuish the effect ? Also it has bugs when you don't run the game and have SSAO on the editor.
  10. Why it is full black in the night ? IT is possible to tweak to keep some monnlight lightening ?
  11. I asked SSAO long time ago as i know how much better better it makes a 3D scene. http://www.leadwerks.com/werkspace/topic/7882-ssao-in-31/page__hl__ssao Yes ,thanks you Igor for that great contribution
  12. Thanks for the info. I'll try that one also. Why are not they in the workshop ? This is the big problem with LE3, good additions are spread anywhere on forums, so you are not aware they exist.
  13. I just see some points in LE3 after the better docs : 1) BSP tools are too much basic, useless if you want to work faster and make more complex things faster. It is a core feature, but it didn't got any tools additions since LE3 came out. Should not BSP Tools be a bigger priority and extend possibilties like loop select, loop cut, multi bevel etc ... ? I think lof of beginners would appreciate to have a complete BSP modeling tools and as easy as Sketch Up. 2) Another point i see is lacking for non 3D artists , is content packs. More character packs (soldiers, monsters, medieval, aliens ...) with a script ready to drag and drop in LE3 projects. Some new environement packs perhaps. Like FPS Creator packs. Also really hope to see some Asset Store like in LE3 and having 3D artists selling their models elsewhere also spreading them in LE3 Store. 3) Game templates LE3 has FPS by default gam, but it could be attractive for people to find other game genre complete game templates : - FPS, TPS shooter , Racing and AI , Flying game, Sailing pirate boat game , space ship game , strategy, Diablo hack n Slash puzzle game ... 4) UI LE3 dont have any , and it seems Flow GUI is the only cheap solution ou there. LE3 Should advert about having GUI functions but also a cheap ready to use complete GUI system like FlowGUI. I just hope for BSP to go really farther in terms of tools as BSP is one of the core selling features in LE3.
  14. why the player raycast make the mob movig ? as anything in the function calls the mob script function or variables ? function Script:Raycast() self.entity:SetPickMode(0,true) local p0p = self.p0:GetPosition(true) local p1p = self.p1:GetPosition(true) local world = World:GetCurrent() local pico = PickInfo() local hit = world:Pick(p0p , p1p , pico, 0, true) if hit == true then --self.debugSphere3:SetPosition( pico.position,true) end self.entity:SetPickMode(1) if pico.entity ~= nil and pico.entity.script ~= nil then --and pi.entity.script ~= nil and pi.entity.script.teamid == 2 --entityPick.script:decreaseHealth(self.damage) --self.debugSphere3:SetPosition( pi.entity:GetPosition(true),true) --self.debugSphere3:SetPosition( pi.position,true) self.debugSphere3:SetPosition( pico.position,true) end return 0 end I think it is a serious bug. Anyone is hot to try the demo ?
  15. I made a minimal example and the problem is still here ? How to test : - put map fil in your map directory - put folder "ScriptsTPS" in your root directory of your project. - run the game , left click to fire The mob will start moving and turning around the player when you fire, and it should not move as there is no code on Pick changing any variables of the mob ?? I found that facing the mob it detects you so it stops moving, but if you only rotate yourself and don't face it , it no more detects you ? Maps.zip
  16. There is no reason at all. Player raycast function Script:Raycast() self.entity:SetPickMode(1) local p0p = self.p0:GetPosition(true) local p1p = self.p1:GetPosition(true) local world = World:GetCurrent() local pi = PickInfo() if (world:Pick(p0p , p1p , pi, 0, true)) == false then return 0 end if pi.entity ~= nil and pi.entity.script ~= nil and pi.entity.script.teamid == 2 then entityPick.script:decreaseHealth(self.damage) self.debugSphere3:SetPosition( pi.entity:GetPosition(true),true) return 1 end return 0 end Droid called function : function Script:decreaseHealth(amount) self.health = self.health - amount if self.health < 0 then --self.health = 0 self.entity:Release() end end the problem is calling that and the droid runs to the player and around him ? Even if i comment the player line code : entityPick.script:decreaseHealth(self.damage) I will post a zip example with scripts.
  17. In the desktop PC i have a solid 30-60 Fps gameplay with 15 spotlights and using more models and shaders. So it was laptop related problem perhaps i think. i'll get the map and tets on desktop computer.
  18. Perhaps LE3 manual should have Blender FBX export settings screenshots and tutorial, because it's borring to repeat it each time. You are doing it in the wrong way; i exported it directly from Blender and imported it and it was working with no problem. When you export : select both model and armature in Blender, choose Export FBX and use these settings (the working MDL is in the zip). man.zip
  19. I have a Pick function that is pretty simple It just detects if some entity with teamid = 2 is found using Pick() function Script:Raycast() self.entity:SetPickMode(1) local p0p = self.p0:GetPosition() local p1p = self.p1:GetPosition() local world = World:GetCurrent() local pi = PickInfo() if (world:Pick(p0p , p1p , pi, 0, true)) == false then return 0 end if pi.entity ~= nil and pi.entity.script ~= nil and pi.entity.script.teamid == 2 then return 1 end return 0 end When i call that function for the player , firing anywhere, two mobs droids start to moving to the player and don't stop turning around. function Script:Fire() self.upperAnimMgr:SetAnimationSequence("fire", 0.01, 75, 1) self.entity:Hide() local timediff = Time:GetCurrent() - self.timer if timediff > self.timerRate then self.timer = Time:GetCurrent() local entityPick = self:Raycast() end self.entity:Show() end Is Pick triggering events or something on other entities scripts ? I thaught Pick() was a simple raycast detection with no impact on collisions or gameplay ?
  20. You just use particles in a cylinder shape falling around the player or in front of it. So you just need to make that particle effect child object of your player object in scene editor, so it will follow your player. And you can switch rain off and on by pausing or running the particle emitter. Your partilcles needs some Y initial speed like 30 , than a stronger acceleration like -60 , you can adjust that in the particle editor.
  21. But it is like that in the crawler prefab hitboxes.What did i miss ?
  22. Hi, I try to make hitboxes for characters mobs, i use a BSP cube that i change to "Prop", with mass = 0 , and attach it to a bone of a mob. The problem is that the collision cube don't move with the mob ? I checked crawler prefab and i dind't see any differences for hitbox physics ? It is only in my system ?
  23. I mean creating your character in the editor : - choosing character in physics tab - using SetInput in your code Because if you use PhysicsSetPosition then Collision.Character is useless , and you are not using character controller specific behaviour and navmesh navigation. Why don't you use SetINput in your code and make a physic characters controller in the editor ? I can post some TPS code if you need.
  24. Could it be Fmod or Ogg, i would like to see such better compressession formats supported out of the box in LE3 this year
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