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YouGroove

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Everything posted by YouGroove

  1. I will make some particle map example using LE3 default materials showing cool effects using different parameters on particles or combining particle objects.
  2. This is usefull to make animated effects of any kind. Having some special animated sprite class with functions like : - loadGif(path) - laodAtlas (path, tileWidth, tileHeight) - play(speed) - stop() Thanks.
  3. I tested and it can't work, as the armature has one bone only, and lamp with camera objects was in keyframe instead of bones. Make a system that works instead like on picture. I provided a working Blender working example , it's dirty made and animated, it's purpose is just to show a working system. ankh.zip
  4. @Olby : I use the very basics of Blender : Armature, rig and animations. Nothing special or advanced is used to make these door animations. If you are interested i can make step by step screenshots for that door system ? Like these ones : http://www.leadwerks.com/werkspace/blog/119/entry-1204-blender-modular-assets-making/ http://www.leadwerks.com/werkspace/blog/119/entry-1200-blender-making-curved-tubes-and-pipes/ I made some quick overview how to make any translation animations in Blender, just take a look at the pictures.
  5. Change the name, i don't want Microsoft "Excel" word in a game Why pneumatic tubes ? Does it has some gameplay related to them ? You could spawn objects in some vertical tube on ceiling having some trap system simply.
  6. An animated gate for some forum user. Funny to make and easy to animate.
  7. That's quality work, better than some indie games sold out there, keep it up.
  8. It's more workflow work around : you need to create a box with only one face having a texture of smoke for example, and other faces with full transparency texture ottherwise it will look strange. This don't works, the material applied to a wall accepts lightening, while applied to a particle emitter lightening has no effect on it.
  9. We would have two options : -simple vertex lit and shadow lit on rectangular polygons,it's very lightweight. -per pixel lit and shadow more expensive indeed, it's up to you to see when to use it : main big smoke effects on a scene for example. If you have the option to switch the lightening in real time from pixel to vertex, you could also use some LOD for particles.
  10. Yes. http://www.leadwerks.com/werkspace/topic/11450-droid-planet/page__st__120 It's basic and it's only a parameter in the navmesh generation function call. Character controllers don't need it as they follow your generated navmesh. Perhaps we should move that to suggestions ?
  11. I realized these days i was expecting too much for a new game, some raycast bugs , performance drops with spotlights and performance drop when many entities are in gameplay, or material effect i made not good finally , i was expecting LE3 to go further, i forgot it's not thousand people making it, things will come , but it will take time. The best use of LE3 is not trying to mimik other engines graphics or frame rate like Crysis , but instead using it in a clever design and gameplay keeping the game running smooth and fast ( less lights, simple AI and spawn system etc ... ). Like i said we'll see where this game projects goes, even if it fails or would not finish i'm ok with that. It's better to go slowly and not put any goal pressure.
  12. Loadprefab don't load from file and just instanciate when your prefab has been loaded at least one time in your map. Or am i wrong ?
  13. Hi, If particles would had that option we could choose it for a fast lightening approximation on their vertex polygons, it would look lot better for particles needing to be influenced by lithening and shadows. It would look approximatively like that
  14. The best would be allwowing us to import our own navmesh polygons or be able to modify the existing navmesh polygons. This way navmesh would have no limits , and could even work on wany surfaces like walls or indoor ceilings. Or simply bring this very basic option
  15. I'm getting low performance like 8 fps also on my laptop , the map is really simple with one dir light and 5 spot lights, and FPSPlayer script , with a simple AI one doing only raycasting. Does anyone uses many near sptolights in their game or only point lights ? I think it's bad practice ti have many spotlights , specially in same room also.
  16. Hi, What is missing is a time line tool for creating effects or movement visually. In the time line you could add objects or scripts that would have a script. The idea would be to use the timeline tool to send a value to script variables of the object. For example to make some muzzleflash you could add a light prefab to the timeline and send values to it's script variables like range, intensity , show/hide. And add a muzzleFlash prefab sprite that you would control sending different values to it's rotation, intensity or sprite index from an array of sprites. Another usage lot more simple could be to control objects position, scale and rotation, specially decoration effects : - flying birds - moving or flying objects in the background - combination of different particle effects The big advantage is that you can assemble and create complex visually instead of coding without seeing directly the result. And i'm among those that prefer some essential tools to create quickly and visually effects instead of coding. I hope LE3 will get some usefull tool like that or plugin will allowing us to make it will come some day.
  17. I think i will attempt some some Lua generator for another LE3 game prototype.
  18. Hi, Using generate material on each new texture we import could be improved to work faster with these options : - Right click on diffuse texture, choose Generate material : it will create a new material with the name of the texture and assign the diffuse texture to the diffuse slot - When we choose a shader , having LE3 memorizing the folder where we picked up the shader would help a lot, specially when making materials using the same shader each time. For example i choose diffuse/normal shader for static model in folder "Model", the next time i will click on the material editor to choose a shader it will open up the same folder as the one opened for the previous material. Thanks.
  19. Hi, I don't see any option, it is possible to change navmesh generation, slope treshold ? I would need more than 45°.
  20. With LE3 updates, i got that shader making LE3 crashing,clicking on a folder that contain that shader made the editor crash, because it load a preview of the material. I have another project idea , less realistic and more stylish graphics. So i'll just reuse the models , bu i will redo the textures stylish. Also the game will be more like indoor rogue like action finally , something very different. EDIT After re downloading the PBR effect and adding it to a new LE3 project ,i have no more crashes. But it just don't work good on planar faces or with some other colors like brighter ones. And t's hard to notice on other 3D models, not so good. The shader trying to simulate some metal in LE3 is just really too bad i realize.
  21. Without metal reflections i two options : - continue making PBR textures for models ( PBR is not planned this year for LE3 but it should come next year as all 3D engines migrating to PBR) - use stylish graphics
  22. i'm more interested in gameplay tahn final graphics
  23. Thanks. Last character i need is a flying droid.
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