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YouGroove

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Everything posted by YouGroove

  1. Actually lights Gizmos are 2D drawn over the 3D scene, not 3D Wireframe or 3D Volumes. So having a light under the scene in the 3D View it looks like it is visible It would be great to have a full volume opacity mesh for gizmos or real 3D lines, it would help a lot when we work in 3D View mainly.
  2. PathFinding + Raycast = Nowhere to hide
  3. Hi, Filters for the scene panel would be great. I mean be able to enter a letter and only see objects having the name beginning with that letter. It would help on workflow on big scenes.
  4. Another one also entirely done in 3D coat.
  5. Two lights it's too much. Or activate the second light only when the player is near the torch.
  6. The only better way would be GI baking or lightmaps support.
  7. 60 fps is good. Some games like The Order are running at 30 fps on PS4.
  8. Where did you attached the hit box ? to a bone ? Can raycast detect the box if it is a child of a bone ? ------------------------- Anyway why using character controller collision if it can't be used for any collision detection ? Or put the option to create hit boxes for characters and rayscat in the model editor. This is still a bug.
  9. Serious problem if you use raycast (pick) on ennemies using Goto or Follow. Depending on Y values, raycast will work or not, sometimes it just don't work.
  10. If you set quality to 0 or 1 values, it will display shadows on shorter distances only, it is better if you try that ?
  11. If you use a normal map then you don't care about normals, you can have a complete smoothed faces model looking like having hard edges or faces using the normal map. It was a bug with LE3 not able to import smooth groups, i don't know if it was corrected ?
  12. I have Ati but on Windows. I rotated the directionnal light and the shadow was ok in the editor and in game. Or you can post a playable test map with you player postion and light settings.
  13. Read my previous posts : got it working without applying Scale and Location also and without joining objects. A simple FBX export worked. Do you use LE3 Blender plugin exporter ? Otherwise with Blender direct FBX export and LE3 import , there is not bugs. Something is wrong on what you do or your system or tools have a problem, but all is fine with LE3.
  14. Trying to have lot of outdoor interesting stuff
  15. It's looks detailled and complex, good work. But it is empty , it will need assets we could find in sewers like trash or abandonned, wood pieces, other stuff etc ...
  16. If i use static shader and static shader shadow all is fine. If i use animated shadows : shadows disappear if i use animated dif/normal shader : model disappear. All is fine as your model don't have rig and bones, it's not animated model but static one. What is the problem ?
  17. Turret is ready for painting
  18. You are doing something wrong. I also found that all 3 individual objects didn't had Object appplied Location and Scale , that can make problems also. Here is something that should work : Import the model FBX in BLender and follow these steps : And import the FBX file in LE3 , that's it. If you need 3 separate objects, just delete each time two objects and apply Location/scale to the last one and just export it as FBX. And import in LE3 the 3 Fbx files of individual objects. LE3 is very stable with models exported from Blender FBX export. If it doesn't work , you are doing something wrong , or your computer is possessed by a ghost
  19. hi, It would be great to have such terrain height map filters and editing features ( 3:30 on video)
  20. Have you some screenshots of your game with that effect ? It looks like in the reality , on long distance it looks like a color with some noise and as you come near you will see the details. It looks too bad when textures have strong patterns as you see these giant patterns from long distance. At mid distance it's worst as you'll have the texture in detail , while you'll have the same texture upscaled on top of it , so it just looks bad. Anyway , that's great if some people enjoy this system, i'll just change the shader to a standard one.
  21. Yes perhaps "gravity off" before the impact ' raycast detection from center of the object, than some time after the impact set gravity "on". This could work.
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