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Everything posted by YouGroove
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Thanks Aggror, it worked. Why is not nil replaced by the entity we drag and drop ? It is a bug or a convention ?
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Hi, i removed a script that worked fine from a character, then after reafecting the script and running it, it says a field can not be nil. But the field is not nil as i drag and drop camera entity on it. It seems a bug with script field. Does someone encountered the same problem ? I restarted LE3 , and removed entity field dnas drag and drop it again, but still it says it is nil trying ti run the game. Perhaps it's my system saying take a break ? (what im' doing)
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Forget it, there is already a "load animations" to laod animations from file in model editor menu.
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Hi, I have some 2.5D prorotype, i use PhysicsSetPosition. The problem is the charcater have a box collision and moving it in direction to a cube it will go trhought that cube volume, and we should expect collision to prevent that. How to test : - create a new project - dezip files - place 25D.lua in "Scripts/objects/Player" folder - place 25D.map in "Map" folder Use Q and D to move the character, and keep Q down continuously to make the character going left to the big cube , it will go inside and move throught the left big cube after some second. 25D.zip
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HI, I had to re import a 3D character with animations but i wanted to keep animations i extracted before as i re imported it for fixing something and there was no animations change. It would be cool to have some option on re importing an animated model to have something to tell if we want to keep previous extracted animations. Or be able to save extracted animations of some MDL, then be able to re apply them to a re imported model. (Let down the idea if it's complicated to put in place)
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That's really strange i modified to face 180 opposite in Blender and re imported it , but it still faces camera ? I use non modified TPS code, but i'll check it again. Thanks guys.
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Model names wrong in scene panel : Model test
YouGroove replied to YouGroove's topic in Suggestion Box
Im' not sure it will impact your work, as this is only a name in the scene editor, could it be you that changed the name manually or could the name been pick up automatically from inside the 3D model or form the model file. If Unreal 4 had to make check boxes each time they deliver a new update changing many things, the editor would be full of check boxes everywhere -
Hi, I imported a character model and assigned character controller. I tried 0 and 180 for the character angle , but it always faces camera instead of facing forward. Does anyone encountered that problem ?
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When we select a bone in hierachy, it would be helpfull to have it highlited or with some different color in the 3D view.
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Model names wrong in scene panel : Model test
YouGroove replied to YouGroove's topic in Suggestion Box
Well it's indeed design choice, i don't have to bother about what is inside the model file or what names are inside with other editors, i import soldier.fbx , and that's it when dropping it on the scene it just keeps the same name as imported file name "soldier". Anyway we have just to continue rename models for now and that's not the biggest priority i think also. -
I found some interesting concept , perhaps i'll make some cyber dog assisting the player in outdoor areas and that you could ride to run lot faster. I have already many AI ideas for open outdoors ( not only stupid AI follwoing the player), i think they will be fun to play. Another color test IK for rig and weapon prototype attached to character in Blender, ready for animation
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Blender mirror armature and automatic weight rig , nothing more to do, only make animations.
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Dirty basic color blocking (perhaps Vanquish game style) , i expect the player to unlock textures color sets throught game.
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Model names wrong in scene panel : Model test
YouGroove replied to YouGroove's topic in Suggestion Box
I don't mind about what contains the model inside : in Asset panel it is named : "MODELTEST".MDL So when i drop it in the scene i want to see in the scene panel the model named : "MODELTEST" in the tree view What makes sense no ? Independently of what contains the model inside, it's just keeping the SAME NAME AS THE FILE MODEL. Try any 3D engine, and all will keep the same name in tree view, that's a simple convention, try UE4 or Unity to see how it works. -
Yes, If you import a FBX model named soldier, i expect when dropping it on the scene to have the same name. Here is some FBX model test. modelTest.zip
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So each box or other shape composing some wall for example is an entity, so you could hav 30 entities fro some detailled wall having some column and some other shapes, while it would be one entity if it was an imported FBX ? Anyway i like your BSP mapping, you have just to wait for better tools to make BSP lot more faster (extrude, bevel, cut/Select loop etc ...)
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I meaned making the complex decorative parts in Blender like floor stuff. Anyway watching your video intirely i seen that it takes too much time using actual BSP system to make such room while you'll go lot more faster in Blender and using Auto Unwrap. What is really missing tools that would make you win lot of time are : - Extrude - Bevel - Select/Slice Loop and Ring There are among the most important ones needed in any modeling software. Also you create lot of individual volumes you then adjust, because you don't have extrude and other tools, it just multiplies the number of faces and vertex. And it is longer creation as lot of times you have to create a new object and loose time adjusting it , while a simple face extrude would make same result and would be much quicker. I don't try to convince you to adopt another method, if you can achieve a complete game with BSP mainly and keep performance, that's what matters
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Good work Olby. But your method could be improved like using bSP to block only the base level, because the complicated area on floor could be a model more with rounded shapes and more detailled, like on ceiling , also on walls some columns could be detailled models : + Better performance + overllok is better with detailled models Using only BSP your is looking squarry, but after all it's a design and visual choice.
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Not necessary big games, lot of beginner people make outdoor levels with terrain and paint vegetation, they use premade houses, rocks for village , they just place models on top of terrain there is no BSP. If you take a loot at Unity store there is a bunch of tiling assets, many people sell small games using them. But ,indeed it's not free. That's strange but modeling houses or blocking a basic level in Blender is the most easy part with snapping and all tools compared to making detailled complex assets. What about auto UV mapping , you select all models, you tell some angle treshold and Blender just makes the UV mapping for you ? then you select faces by groups you would have created and just apply materials ? If i could find the time i would make some Blender tutorial special house and base level making. Yes BSP is the best for new comers and non modelers, like terrain tool for terrain based games. Another way is just pick up another style :
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Done with Retopo, next is fun part : painting
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You have complete TPS example game here : http://www.leadwerks.com/werkspace/topic/11820-bombkiller/ Don't forget :
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6000 entities , ouch that's pretty super heavy. Without LOD , and script to hide , or some zone custom culling it's a lot for the engine , whatever is the 3D engine. Yes, people not aware of real time 3D use, usually just make models and throw them on the level without knowing a lot about optimisation that is needed if your game is not a small game , like big outdoor games. I think we need some pinned topic in "Game Art" about design and optimisation guide explaining the good practices and what can be done to optimize a outoor big level.
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Why not some option that would turn some BSP sub tree in some model in the editor directly. Perhaps the final model would no more be editable as BSP, but you could still keep the original BSP somewhere if you would need to edit it. In your screenshot, it's BSP : i mean it's ver cubic look , while models allows you lot more details withotu looking cubic. Take a closer look at more recent games made with Source Engine. Today modern technology don't uses anymore BSP, i can use Crysis SDK even on my average laptop, i doubt it would be the case if the engine was based on BSP or was using BSP for buildings and structures Also a modeler is really not so different from using BSP, you can still use Cubes and easy modify edges or faces , UV is very easy , you can use auto Unwrap and just give some angle and the modeler will make all seams for you. This is what i said, keep BSP for very simple thinsg like some floor, some wall etc ... but when it is a complete house, the way to go is a model with LOD, you can't imagine how much power you will save using some 3 good LOD stages. Any today game uses LOD.
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Sculpting is finished using surface tools only.
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I re installed LE3 and deleting "My Game" folder before, it is now 400Mo. Loading "Ai and Events" Map it jumps to 700Mo So the issue is on my system unfortunatelly.