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Everything posted by YouGroove
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No way, it would take ages, even hiring someone. The only solution would be put LE3 GUI open source for all people to contribute and choose a system than make it together, otherwise forget the idea. But i like the idea indeed.
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You mean years, and this would mean LE3 progressing even more slowly. No thanks.
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What can be the other uses of such function ?
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Only trying some things ( like Android and Linux ) you learn it's not as easy as you thaught. But perhaps Linux could get last problems resolved and encounter rares ones very problematic next time ? i can't estimate as i don't develop on Linux. One solution sould be to turn Linux Editor Open Source, i mean you can make changes, but only Josh would decide what fixes or improvments to incorporate. Or hire a Linux developper if it is too much maintainance slowing LE3 again ? This is simply software developement estimation , specially when you have not already developped on some specific OS , you can promise things, but it's at final hard to keep and lot more challenging or complicated than what you thaught. It's current also on game developement to find promise or delays that at final can't be reach due to a bad estimation of the cost and work it involves. Lastly Microsoft just took a game dev from a company to pass it to another , that things that happens. A promising indie game small company hired indusrty guys to work on a game, but the costs was too much compared to their estimation the game would cost and the time it owuld need to be completed.So the game just get abandonned unfortunatelly. Josh has done like any other companies, he has bet on some feature (Linux) without having experience enought or knowing how complicated it could get.
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I think Linux users are not enought people or not using LE3 in a serious project , at least they are not reactive or active on the forum. Anyway , why don't Linux guys use something like Wine that can laucnh windows apps or am i totally wrong ? (i'm not Linux user until Win 10 will annoy me) What matters is to be able to publish to Linux, whatever you made the game on Linux or Windows. I won't start a famewar Windows Vs Linux LE3 users, but i have no idea of What Linux involves in LE3 about developement, only Josh knows. It is as hazardous and make as much bugs as Android platform when it was supported ? It is too much maintainance work compared to Windows and slowing down LE3 ? I can't say i believe Linux will be great in LE3 soon or all graphic bugs will disappear quickly , but it's just seeing these Linux problems it seems it's hard and complicated.
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I downloaded and imported in Blender, the problem walking animations for example are along a path not staying at same position. So that's not usable in game. Is there a method to use these animations ? copy to another and insert your own locRotScale keyframes when you want re positionning the character in space to have it staying at same position ?
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Can it be used in Blender ? How are walk and run animations ? i mean static at same position ready for game or are they for cinematics like running along a path ?
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A few Questions about Leadwerks Game Engine
YouGroove replied to Hugo54x's topic in General Discussion
I like a lot and use Krita, a really good one, and i prefer it's window interface than Gimp windows. -
Yes and i have more graphic goodies ideas for suggestion topics
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I thaught making first robots and assets like a old robots civilization , while they would look more advanced as you progress and discover new regions on the game. It could be sphere shapes , i could use one color only and some environment dirt. You are free to make 3D art like you want. You are welcome if you have interesting art pictures. Another less conventionnal
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It would be great ot have that feature for many uses
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Thanks. Finally it looks better made with 3D Coat. I think i'll keep simple shapes instead of over detailling , it looks not so bad and you put less time on modeling. Quick retopo and baking test, hard surface model looks good.
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SSAO by Igor - it's a good start and more than I had a week ago
YouGroove replied to domi's topic in General Discussion
I would like motion blurr per character, one day -
It looks too much simple cubic shapes, not enought Sci Fi, i'm redoing it. 3D coat and voxels is the best, you can work more intuitively, making any crazy shapes in some clicks.
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The longest part : trying to find good colors and good shapes and patterns.
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If you get animations in BLender, just export directly from Blender in FBX format with the good options (armature,mesh,animations checked), and you'll get them in LE3.
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I'm not so stupid, this the working example shadmar used also, it has spheres already are in PickMode(0) from beginning of tests. self.debugSphere = Model:Sphere() self.debugSphere:SetColor(1.0,0.0,0.0) self.debugSphere:SetPickMode(0) self.debugSphere:SetCollisionType(0) --self.debugSphere:SetPhysicsMode(Entity.RigidBodyPhysics) self.debugSphere3 = Model:Sphere() self.debugSphere3:SetColor(0,0.0,1.0) self.debugSphere3:SetPickMode(0) self.debugSphere3:SetCollisionType(0) I already posted test levels for anyone to test. There is bugs and serious ones.
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Workshop trees not appearing in game
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
Some models independent on path should be great, and have the workshop just drop them in the workshop folder. -
Like the gun model : no mass, no script. Because the BSP box and the gun have exactly the same physic properties, i was expecting exactly the same behaviour But well BSP has some magic tricks inside, it's not simple models polygons.
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We'll see if i have time as i'm in many things already , but people could put some picture about indoor/outdoor assets they would be interested in some 3D pack, me or someone else could make them perhaps. Back to modeling i got Unwrap in Blender working bad, i forgot i had to select the object and apply scale,location,rotation. Some tips for 3D painting : When the model is complicated models and composed of multiple sub objects i just duplicate it, so the model for painting is composed of two copies : - one complete or almost assembled : to view how it looks on the final model as you paint - one with all individual pieces spread in space for easy painting So as you paint individual pieces, you just move the camera to take a look at the complete model to see how it will look on it. When painting is done, you just remove the "flaoting model" and keep the final assembled model, and save your model file.
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I have a bsp object with same physics settings as a gun model. Both are attached to a bone of the character, but when the game runs , only the gun follows the player and bone rotation. Is that normal ?
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Has it been some changes with Pick() in last update ? it seems worst ? function Script:RaycastPlayer2() self.entity:SetPickMode(1) local posPlayer = self.target:GetPosition() local posMob = self.entity:GetPosition() posPlayer.y = posPlayer.y +1.6 posMob.y = posMob.y +1.6 self.debugSphere3:SetPosition(posPlayer) self.debugSphere:SetPosition(posMob) local world = World:GetCurrent() local pi = PickInfo() if (world:Pick(posMob , posPlayer , pi, 0, true)) == false then return 0 end -- did we hit our target? if pi.entity == self.target then return 1 end -- we hit something else return 2 end
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I choose all Maya, as i had best results compared to some others but you can experiment other ones. Also when you import some normal map in 3D Coat to paint, i always choose in the option: Invert Green channel, something you will have to test depending from where comes your normal map.
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My robots just turn to dust when they are basted off, no ragdoll torture for robots