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Everything posted by YouGroove
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Thanks TheoLogic. So yes i'll try more C# or C++ instead of pure scripting language. I wan the game to play well even on minimum Engine requirements (caus PC field is really made of all sort of PC from very old 3D cars to new ones) !
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Thanks Mackleebe. I know i'm really annoying asking so much basic things, i'll try to read more the docs follow more them. I really hope to make something with the engine
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Is there wrapper for .Net delivered each month ? If not , why not putting some download link to the latest version instead of having to use SVN ? (but perhaps i'll try) Another point what is the better .net Wrapper Lazario or the official ? (I'm a little confused of where to find the two wrappers ) I choose .Net for my project finally , i hope i will be able to make some FPS. Can we make some ragdoll system with .Net ? (if not i'll use my own KO animations system )
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I begin slowly step by step : trying to make futurist level design mixing atmosphear from Deus Ex games , E.Y.E Divine Cybermancy or Stalker ? Starting with floor texture (256*256) :
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The material code is almost the same as the link i posted before your post ! In fact i succeeded ot have the mesh in the Editor ! I just exported from Blender 2.49 to FBX by removing all animatyion stuff (animations, armature , ...) ! Then converted it by dragging the FBX file in the tool converter, than the object was no more red ! So i just edited material and it was ok, also in the editor and model viewer !
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As mentioned before, language is almost not playing a role in LE application: 99% of time is engine.dll When you say that i presume is for C++, .Net and Blitzmax, and not Lua script that is interpreted ?
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Yes ! Scaling is so needed, but perhaps to avoid to have to scale model by code, avoid some that calculation and saves power ? I don't know if it is really visible impact ? I know others engines allow scaling in the editor ! For snapping , it can be interesting for 3D tiles like dungeon etc ...
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In fact i've put a normal map shader for vertex and normal map specular for pixel like in documentation section on material and textures ! doc Now i see the specular and normal map effect but it remains red ?? But the materials is great on ADN tool afetr adding shaders on the material editor ??
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Thanks , i'll go to find this little tutorial !
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Thanks Metatron. I've got so much to learn ! Can't we have two things at same time ? bones + shader ? Is there an option to avoid the red color ? So i'll have to get rid of bones by retrying the FBX export or import tool !
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I didn't find , but perhaps would know if there is somewhere an example of minimal game framework in C++ or .Net ? I mean : From a created level in the editor with entites placed on it, call the code to manage each entity and the player ? I mean code to manage a level a,d NPC created from the level editor.
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Well i used the ADN tool to create the material and DSS textures ! The problem is strange under the model viewer, the texture seems to appear but in a red color ? And i find no way to change something ! Anyone have an idea ?
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Thanks ! It workks like a charm I hope a next version of the material editor similar to thos tool !
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For Lua i'm curious about how far a game can be done with it , and what is the limits in terms of lines of code, entities to manage in the level ? (i mean entities AI , GUI inventory system, particles , game management ... well all tsuf that is running in a satndard 3D game)
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Perhaps i'll do a little one ? who knows ? I don't promise caus i don't know if i won't get stuck with some programming or model import problem , but i'll try. It will be more like a 2.5D simple platformer game even with bad 3D art, it's just for getting a complete tutorial. But anyone could do one also like some tutorial for an FPS game , a 3rd person, or anything else !
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Thanks ! Great thing to know. Does BLitzMax have OO like classes ? And it is more or less easy to make tools for exampel with all GUI stuf in BLitzmax compared to C# ? (Caus BlitzMax is not windows native like C# ?) But Blitzmax means also buying and learning a new tool and language
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In fact C++ and .Net in terms of simple use like variables, methods, classes are not so so far from each other ! C# just made like Java , just took the best and avoided the complicated things ! Just by curiosity, how is performing BLitzMax also with the engine ? Is it more comparable to Lua or to C#, or it is between the two in terms of performance ? it's a compiled language ?
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Several languages are better suited for an engine that is maintained buy lot of people ? A solution could be to choose officialy some people and some backup one , that would write official support .Net for each release ? -------------------- For the vote forum , i have some ideas like : Make a game from scratch tutorial explaining each step and tools to use, and explaining the code also : Like a ismple platformer : - Introduction - export models from Blender with FBX (simple platform, and an animated character) - Taking textures, transform them to DSS - make the materials and shaders (examples normal map, specular) - management of that models in the editor : importing them on the scene - all stuff collisions : polygon collision for platforms and capsule or box for character , the code with it explained - how to manage particle effects (code source example) - How to attach code to entities (code source example) - Making of simple menu - Example a very simple framework dealing with entites and managing menus - Example of save check point of game I begun with LeadWerks, and that's the main thing that was not easy with LeadWerks , is to pcik up the right information, here and here, it's not easy ! I tested Unity 3D , and their tutorial to make a complete game from scratch is really a must , specially for people that don't want to spend time on programming and that just want the great lines ! They'll modify the things they want as they progress in their game making ! For now some things are missing for me like to write a game manager, make menus ? , no particle editor ? , attach code to entities or manage them ?, all that si not clear at all for now , but if i succeed, perhaps i'll write a tutorial to make a tutorial from scratch that explains all the process, tools involved !
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Thanks guys ! So i think to go for C#, a language i used heavily , i used TV3 engine also and created tools, but i do lot more 3D art now than programming For Lua is the difference that big like 50% speed ? I'll see if i can avoid too much commands , i'll go for Lua, but if game management requires lot of code i think the better will be C# ot not loose too mcuh frame rate ! I've seen a game made of Lua entirely today in Showcase , that what made me considering this language also !
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Thanks guys ! I'll try it tonight I don't knwo if it woub be possible to incorpre the tool directly in the material editor ? (You load a texture tga for example in the material editor, you convert in the fly from material editor , then you work on your material) But that's fine for me like that even if i have to use another more tool !
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Well, i'm for now in LeadWorks level making (textures,normal maps etc ...) , i have left for now the programming side ! Does anyone would have some ideas on the following points : - Lua it interpretde i think, how fast it is compared to C++ (2 * less more fast, 3 , 4 ??) - How many people go full Lua to make a game ? it is possible to do manage all the available functions of LeadWerks with it ? - For C# , a language i use a lot actually how does it run compared to C++, because C# is not compiled ? it uses the CLR from Microsoft ? - Same thing it is people using C# to make big projects ? Well there are just general questions for me to find the best language adapeted for me to go simple and fast programming.
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Well i'm stucked with material editor trying to simply assign a texture to my model ! I've read the documentation, and it is said ony DSS textures are supported ? really ? Why so much limitation ? why not supporting jpeg, tga , bmp ?? Perhaps the material editor should have iincorpored a converter to DSS to make easy the workflow ?
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You could use simply a physic constraint on the axe where you don't want movement
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My model is "tree.gmf" On model viewer it refrences :tree_RetopoGroup1_Default_color.mat so i renamed tree.mat to tree_RetopoGroup1_Default_color.mat. But no way in model viwer the texture do'nt appear And in model editor, there is no way to import the texture , it is limited to shaders and some shadow and other stuff ! It only display name of textures from engine directories it seems ? Well i'll retry later ! (But possibility to create new materials on the fly, choose any textures from nowhere, all that in one tool only would really be the must, i speak as more artist oriented workflow and less programmer)
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I've begin using the engine, and when you begin some good bunch of things are weak , so here is some wishes : - Import models in the in the World editor directly (Tool converter automatically launched depending on choosen extension to import) Unity 3D engine for example launches a batch to convert a blender model behind the scene, you just have to import it in the World Editor ! - Choose and edit material in the World editor - Choose textures for an object (diffuse, normal map etc ... in a panel in the world editor) - Righ click context menus in the World Editor ! For example you can access all properties of an object and edit it , just by right clicking on it , in the 3D view or in a panel that list all available objects. There are just improvements to make the engine lot more 3D artist oriented by briging up the Workflow in accessing all things of an object directly from the World Editor !