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Everything posted by YouGroove
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@Roland : 64 bits advantage will be more and better memory management, i don't htink today some people have big world levels or memory problems with LE3. That won't speed up your game if you are already running LE3 in some 64 bits OS.
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I would not say that considering the amount of unity published games The good points of LE3 : - Helpfull community members - Fast in deffered rendering - very easy framework - Lua and panel script slots - BSP to prototype and test gameplay in some minutes and for advanced level design (will need CSG Tools) - Customizable shaders (with shadmar help ) - Fullscreen effects - FPS ,AI scripts and others to get started - DLC packs for non 3D artist people (not a lot but this is just growing ) - Cool incoming features (car physics) - Low price considering all features you have - No Royalties - Linux editor
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You could add some height bobbing movement later as now the characters seems more driving a car. The level looks very good, keep it up.
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Excellent initiative to make it a "ready to go" package with scripts and sounds. All FPS makers should be more than happy
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Be rassured i'm not promoter of any 3D engine, LE3 has done a big moutain climb in performance. Many game tests i done in the past was unplayable on almost empty scene, today it's totally different , tested same FPS demo and same machine : LE3 is faster in bigger resolution keeping above 60 FPS. It has been a real boost since. I agree bringing CSG tools could speed up the engine like never before, lest' ask it on suggestions
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Let's change this time and talk about some good LE3 point : performance. I tested again the FPS demo these days , and with last updates i just wanted to say that LE3 has really greatly improved performance. Before this demo only runned from 15 fps to some 40 fps maximum in 1024*768. After many updates today the FPS demo runs with a pretty average 60-80 FPS in 1680*1050. I found a 40 fps at minimum on a very small spot on central room where looking at whole scene , elsewhere we have 60-80 fps and more than 108 fps on small rooms If programmers manage lights visibility or if LOD models/shaders appears i think LE3 will handle pretty well bigger and complex levels. Anyway without any of that , LE3 runs smooth and is optimized today and solid for bigger desktop games. So good work Josh , and keep improving LE3.
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Yep, but test it when your level will scale lot more and have lot more 3D assets and materials or a bigger resolution screen, your frame rate will go down quickly without shadow and light manager, shaders and models LOD. Some of us will prefer tools for animation,shader, sound, GUI , the editor, this helps a lot making faster your game. LE3 Steam and the workshop are good , that's a taste also, like some others i really had prefered LE3 store on site and a LE3 version not glued to Steam dlls or inits. We asked plugin system because we knew it would have braught quickly many usefull tools could it be enhance editor , terrain tools , BSP tools or game kits ... but well it wasn't on LE3 directions. Let's hope you guys will have CSG tools at least Not only, you have shadows on long distance and no shadow artifacts on walls , and you can use a small number of active lights at same time, so it's a bigger frame rate.(I was deceived when LE3 abandonned suddenly Ligthmapping). That's the way EA or Far Cry games goes to avoid all real time and big frame rate drop down. I asked texture compression on suggestion , textures taking too much space , but it only appeared when people had problems , not when people showed a game. Before GI i would ask old stuff like Encryption packaging, Decals, DOF, Ssao, soft particles, advanced water,motion blurr , hdr, tone mapping, that is old stuff that should be in the editor like post process effects. Well i stopped asking features in LE3 forums at least It's a whole package, between tools ,features, platforms (mobile or desktop), coding language,what you like the most : 3D art and tools or more programming ? Take the right tool. Royaties is a good point only when you are enought successfull before considering them. I have no doubt about people able to achieve a good looking game with LE3 , and that's really good if new directions is towards helping non 3D artists to make them able to finish and publish a game.
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I thaught major new tools or graphic features to appear after lights and shadows was on the new OpenGL4 version. You even posted on a thread we started about performance saying it could be possible to make some simple GI solution , but nothing has been announced or appeared since. I asked features caus i had real project game idea going and i thaught LE3 perhaps going these ways. With a clear roadmap or clear answers like "not planned" i don't think me or others would ask some more times for something definitively not planned. I also asked lot of times for simple things that any 3D editor have and that makes sense not only for me but for all people using the editor like rectangle selection and many other things, why such small request was simply ignored ? I didn't promote as i'm a simple user without any game shipped already, i'm not LE3 or Unity or any engine promoter. For LE3 unfortunatelly the best i could bring was only some 3D art tutorials, shoot em up kit and some shaders made with shadmar, or some small scripts, i'm more practical in these ways than promoting. (It's lot more easy clicking on some Steam " like button " than putting lot of hours in some demo game for community or tutorials ). So i use less and less LE3 , still waiting for a performance boost or new graphic system, and i realize it won't come. Lately i tried again on LE3 a real game making , but many things blocked not only performance, or for example encryption packaging not available in Lua edition. So i just let down some LE3 game publishing. You can be rassured i post each time less and less on LE3 forums. About respect, LE3.0 price was scaled down from 1000$ price to 400$ because many people cried for it, some people like me put 400 $ on LE 3.0 for mobile , and we seen mobile abandonned, performance was asked, it was some LE3 blog about it lot of months ago , but we didn't seen it happen, frame rate is still too slow today unfortunatelly to make a bigger scale game and lightening. Many of us just did a big work of beta testing for LE3 posting all serious issues , i posted moutains of bugs , you could be gratefull in that way also (We contributed to LE3 maturity that is only appearing today after almost two rought years ). Perhaps making things some more clear could also come from a clear roadmap , voting for bug corrections priority, voting for suggestions priorities ? Clear roadmap so people would just leave or stay depending on what would be announced instead of waiting or asking/dreaming about on forums without having a clear response. I was somewhat stupid to insist asking features or performance , and less clever than some other people that left when they understood the directions we seen was not the ones we hoped. So i will not post thousand of posts asking you PBS, GI and many things I respect your big efforts and work in LE3 , it's just it was not the tool for me even after many tries. I'm pretty happy that you took a totally better way choosing Steam and Linux Kickstarter, this is very very far better than in the old LE2 days. I hope you will continue taking the best way that will benefit you and LE3 , it's only it's not the best choices and directions many of us wanted like a mobile support or different features and tools . So i only wish you to bring great stuff in LE3 and keep find the best choices you think are the best and keep to be successfull.
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It has potential and it's own market and consumers, but you can't compare with major indie engines driven by entire teams of engineers providing advanced lightening and features/ tools or able to deliver regular massive updates , let's be realistic a little ok, I didn't paid attention to offline and workshop items was not needing internet. Still without having all source files you can't make modifications to your assets or correct some problems they could have. Like others, the engine takes a percentage, i don't think people will sell directly on steam 3D art and collect all the money with Steam percentage only.
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Some reasons to prefer standard downloadable assets : - piracy is not the point as people buying 3D art have money and have good principles - If you or a team member can't access internet for some time, you can't access your Assets and won't be able to load you level or launch LE3 as it will point ot your last project. - Launching LE3 is too long when you launch a game that uses workshop items ( it's 20 min im' waiting , LE3 is still loading workshop textures ) Now for 3D artists, with downloaded content from standard stores , you can modify the textures, the animations or whatever you want on your purchased 3D models, Instead of having a black box like Workshop items where you can't modify or add anything to a texture or 3D model. Well, that's not always the case but having the source files can be good, specially to make quick variations on textures. Everyone has different needs.
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Yep, i'll make a totally new thread, as the alien will be finally a free LE3 contribution. I'll have to find time to rig it and animate it , it's coming slowly but surely I hope that LE3 engine will extend it's library of shader effects also ( actually it's pretty empty ). Sounds it will be great
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I tried , the only way to have physics working well was a very approximative way using script : http://www.leadwerks.com/werkspace/page/tutorials/_/artwork/destroyable-physics-r112 Take a wall for example, when remplacing it by the broken wall composed of ten pieces, we would need to be able to import some FBX file containing all ten pieces each with a collision volume , and in LE3 we would assign a mass to each piece, and placing that model anywhere running LE3, all pieces would fall and behave individually based on physics. The goal was to import in LE3 some FBX file contaning many child objects each behaving good with physics when instanced during game. --------------------------------- A bug remains , as i put basic collision sphere for the upper child piece, it collides with the base but seems to go throught floor or disappear (it is because each piece is parented to same empty parent object) ? I provided a test map : - Dezip, place map file on your map directory - place column.mdl in your model directory directly - run the game test.zip
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In fact i thaught we could have a mass = 1 for each child , but when i do that each childs fly aways in any direction, i expected we could the two childs to fall on floor independently because each have a mass and a collision (even by at each child a simple collision box in LE3 ). Some application could have been columns or walls braking in many parts, it would be a prefab made of multiple childs, during game you would reaplace a column by some instance prefab of a column broken in multiple childs. Edit : To clarify : In your example map, it falls on floor but as one object only because a mass is given to the parent object, not as two individual physic pieces
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In the scene i have one empty model composed of two child physic objects, than i put a mass to 1 for each child objects. Launching the game, the two objects just fly away instead of simply falling on ground. How to test : - Dezip file - put map file in your "map" file directory - put columnTest.zip in your "models" directory and dezip it here - run the game bug.zip
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In the scene i have one empty model composed of two child physic objects, than i put a mass to 1 for each child objects. Launching the game, the two objects just fly away instead of simpley falling on ground.
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I agree with different color selection. Why not having BSP and prefabs items written in the scene tab with a certain color ? Or pivots with specific color (still not possible to have folders).
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I didn't know you was reading while i was editing real final polycount is 85000 triangles (not polygons) From Cevat Yerli : Uncharted game has player also really hight polys but ennemies really lower polygon count to keep performance good.
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This is what i do and what almost all 3D character artists do, where did i say this was wrong ? She's very talented, the character is as good as many of some commercial games like AC4 or GTA5 characters indeed. WIth a 3D engine supporting LOD , indeed you could use many characters like that in real time.
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I talked about artist, i meaned you don't need some top notch artist to make AAA quality characters, there are many not working in the industry able to make such quality. Another thing to consider is the animations , if you ask animated character many times it's better to ask them if they use motion capture they just tweak as this ill produce better and realistic animations instead of hand made less natural. Here is a good example character for real time with good detailled polycount without exageration (decreasing quickly using LOD). It's done by a game art student, not industry veteran , people like that can offer you better prices also. Another usefull pack could be some FPS player arms pack with quality texturing work :
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You don't need the best 3D artist from industry, but a really talented guy. I agree as the artist will propose a low prices when he knows he will gain money on each sale, if he sells the model only to LE3 the price will jump up. That's a choice on what matters between these two solutions.
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I don't think you need to pay any character designer as almost any 3D character artits have solid concept and design skills. Some example from concept to 3D final character :
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EDIT : Pics removed, sorry but this is not my portfolio thread or my game thread. Keep going Chris , show us some great alien
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Good model , the hands and feets seems too small compared to general shape, why not bigger and longer hands, something less human like ? some ideas if you make more than one alien : http://www.blastr.com/sites/blastr/files/styles/media_gallery_image/public/avengersAlienJumboSketch7B_web.jpeg?itok=WR3cRyKW http://fc07.deviantart.net/fs70/i/2012/208/f/6/alien_concept_i_by_why_lee-d58sxc4.jpg http://www.blastr.com/sites/blastr/files/styles/media_gallery_image/public/avengersAlienJumboSketch7_Web.jpeg?itok=qb1gvkzs About retopo to work fast in 3D Coat : slicing on strokes
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The source image is very clean : This is what i seen , some people using custom shaders with alpha mask distance filling to avoid pixels look.
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Yes we have that : //Modulate blend with diffuse map outcolor *= texture(texture0,ex_texcoords0); if (outcolor.a<0.5) discard; Changing to 1 or 0.01 it changes thge amount of border , the outlines have always some jaggy effect; i just thaught it was other techniques. @Gamecreator: I have same settings.