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Everything posted by YouGroove
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It is used by so many people making games, and it is developped continuously, with support for FBX standards. The problem of Cheetah3D , is it's Mac only, a major problem for a big majority of indies. It seems you are right finally I made the test with zylinder2abloesen.fbx and zylinder4.fbx importing in several 3D engines, it seems LE3 rounds the models by default while others don't smooth the model faces if they don't find smoothing groups. LE3 : model is smoothed Unity : no smoothing UE4 : No Smoothing So this is something that should be changed in LE3 FBX import. On the other side Cheetah3D FBX export is not so good ,as i have many errors when i import on Blender.
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Blender and Maya are the most used on indie scene and available on Windows also, i work with Blender that uses a complete FBX export format , i never had such problems with LE3. I tested the import on Blender 2.72 , only "untitled" model loaded the others was full of errors or didn't had the good format. The problem is on Cheetah3D side (I would suggest you to use Blender or Maya instead)
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A cartoon shader for stylized games, It's not the full screen effect that is really different one.
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I prefer the old simple drag and drop. The new texture selection system is not as intutive and asks 4 clicks for each texture with a dialog box each time It is copied from Unity system, but this is not the best point of Unity workflow , and it is longer in LE3 : - One right click it opens directly the textures browser in Unity - No textures : this is just an empty slot image on textures brower in Unity Less clicks is always better
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Everyone will use music and sounds in their games It's like textures compressions, LE3 games was too heavy on small games when compression wasn't supported, now we can't imagine not having it. I think it will be the same for sound, using some Ogg or MP3 formats should resolve that problem later.
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I just seen that good news for people interested and that don't 3D coat yet. http://3d-coat.com/ Some quick points why i like it : -This is the best retopology tool (Topogun retopo tool have the advantage to be able handle hyper dense meshes but is not as easy and intuitive as 3D coat) -Painting is really most than complete (diffuse,normal,specular, paths, layers etc ...) -UVs and Baking are complete and simple to use. Also it supports PBR like NDO or Substance painter, it's in Beta but usable already.
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Check the Lua script App.lua and change the name of the map that is loaded. For example in my code : --Load a map local mapfile = System:GetProperty("map","Maps/test.map") if Map:Load(mapfile)==false then return false end Just change the name of the map "test.map" by your map name you are working on.
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That's just great, thanks for the insight Josh
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Yes the first five are the most essentials i think, the others would be bonus for the overall graphics quality. I did not pout CGS tools ,because i work mainly with Blender, if i use LE3 CSG this is more for prorotyping and putting invisible blocking voulumes.
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Hi, I am curious , so i am wandering what are the plans for LE3 in 2015 ? This 2014 year has seeen many changes but focus was mainly on the Steam thing, not a lot on the 3D engine side. We know that Steam and the LE3 Store will stay main subjects, but what can we expect on the 3D engine side in 2015 ? - vegetation - water system - LOD support (static and animated models) - more full screen effects (Ssao , Dof, motion blurr, tone mapping, eye adaptation) to have that in game options. - DECALS : textures variation on walls and floor, like moss, ivy plants, dirt, destruction - physics cloths system : capes, cloth parts, hair like pony tail , tent etc ... - spherical harmonics to enhance overall visuals - Diffuse-normal lightmapping shader support (usefull for distant objects to keep shadows with very low GPU use) I mean features out of the box, and not something you must seek outside of LE3 Editor. Because some essential points are already done, like for GUI, Agrorr's one is just the best affordable solution for LE3 today, thanks to him or encrypted publishing allowing a minimal protection for any people using LE3.
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Menu : File -> Project manager -> publish
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I see the point of not having to rewrite all shader pipeline and it improves the overall look. http://staff.estem-uc.edu.au/ianlisle/spherical-harmonic-shading/ This could appear within LE3 or LE4 some day.
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I was just poiting to the documentation side, will it keep constant and minimum documented ? or not always ? Minimal and good commands documentation is what is needed for new comers and what make some engine like Unity to have a strong point. Indeed they are easy to understand, i asked but not for my personnal interest
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Is there some Lua implementation ? why not some short lines of code showing the use for new comers ?
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Search on menus you have surface mode.
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About game menus, LE3 don't have any GUI system, and if you don't want to code it , you can buy Agrorr GUI lib that is cheap. This was custom math physic code that was used, this game did not used LE2 physic or character functions. In LE3 you can't use Character controller that will always go on X-Z and can't be locked in X direction. So the solution is that you'll have to use a physic functions to position your characters like PhysicsSetPosition(...)
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Close your firewall and test again; if nothing works, just re install LE3.
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I don't know about the tool , but looking at pictures it seems easy to pick up, if you look carefully you just plug nodes to the final "Draw Node" that is similar to the final shader composed of diff/spec/normal in Substance Designer. By testing sample nodes and makign your ones you should be able to make custom shaders easyly.
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I misunderstood the problem. So if i understand well, you have two models saved as one prefab : a parent and a child. And when you use that prefab, you don't see the child ? It's useless as you will loose the prefab advantages. But just not using prefabs it will work ? If it's not implement, it must be because it must not be so easy Ask Josh to make some parts of the engine open source like Unity is doing, and put in it the prefab system
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I imagine it will be some submission thread before submitting 3D models ? I mean the model would have to be tested in the engine and approved before becoming a DLC ? About the price, what will be the percentage for the author that submitted some 3D models ? Perhaps it's too early for these questions.
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This don't exist in Unity too, but they are some plugins simulating it in some way. The simplest way is to have in your scene hierarchy : - Root --------> pivot (house) ---------------> Roof.pfb ---------------------> Fridge.pfb This is the same result at final.
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Amazing job tjheldna, are you re making Last Of Us game in LE3 ? You would need PBR shaders to really make it great
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I have grass texture on first slot and rock texture on second slot and i begun to paint on terrain without using any slopes angle (not needed) It is possible to erase second texture rock, or paint over with first texture grass ? I could not manage to change the rock texture on some specific part to paint over the grass texture.
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That's right i checked and it's a common way of how shadows works with non closed meshes, the only solution seems to make closed volumes.
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Good point. Having that on the editor reminds me Unity Asset Store and is just great for the workflow. Will it be possible to purchase models throught that new workshop browser ?