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YouGroove

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Everything posted by YouGroove

  1. Physic ropes or cables are easy to make. Will be in tutorial section.
  2. It's not a Blender problem. (Just need an animated material to have it animated in LE3 otherwise it won't animate even rotating bones) I used GetOmega and SetOmega to set speed rotation on Y to 0 as we don't care about it for a vertical rope, this helps a lot in stability. In the script i also changed Z rotation values by adding -90° so the rop is vertical, now i got the rope working good, i just need to tweak some rotation axe and it will be ok. Don't worry, i'll post that on tutorials section.
  3. I made some example, i make bones top rotate as same as cylinders. The probelm is rotation applied on bones is weird, perhaps some GetRotation or SetRotation issue. At start the bones are ligned horizontally while cylinder are vertically aligned with no rotation ? I put the updated project for anybody to test. export jpint.zip
  4. Just try my example, each cylinder has a pivot object as child, it uses it to position the joint ball to the parent object. I'm trying right now to make follow the rotation of joints to a rope model with bones, i will post results if things come up good.
  5. For face shape customisation for now i would just suggest you using bones. In your customization menu;clicking on a button would rotate one or more bones to change cheeks shape or nose or anything else. We should ask to shape keys support in imported FBX models, if i'm not wrong this is already supported in Unity.
  6. What you could do is to move and rotate each vertex groups of your ropes skins to each Ball joint position and rotation. How to get vertex groups in LE3 ? I put some simple physics joint example project for you to download, you can doownload and test it (just follow the ReadMe File) export joint.zip
  7. Is Blender capable of generating concave collision meshes named "collision" for each broken pieces of the broken model ? Manually it will be painfull each time when there are plenty of meshes.
  8. I have one FBX model imported, it is composed as two objects with collision for each one, than i put a mass to 1 for the upper top object. The problem is running the game the top object is not positionned at same position like in the editor when falling down. In editor : In game : How to test : -Download the zip -Put ColumnTest.mdl in your level in front of your player view and lauch the game columnTest.zip
  9. Perhaps a bug with pivot ? As broken pieces are child of pivot ? I tested with multiple columns and it's like the prefab is loaded and placed at the right place, but the parts with a mass that are not static are moved all to the center absolute position (x=0,y=0) after prefab is loaded. After some tries it seems broken parts are spawned at the position where the original broken column prefab was made than saved before been deleted. Seems a bug with prefab and positions. ------------------ EDIT --------------------------------------- I found a nother solution, it's some more work in script , but at least it works : The solid column will just delete on collision and will spwan the all broken parts ( i added some Y offset parameter for column type objects). The new version is uploaded ready to test.
  10. I posted a new version (needed only one script for the solid column)
  11. I modified it, you should be able to download the zip file. It contains a ReadMe to see quickly what to do.
  12. @FoxMulder : I made some example i put on tutorials. You can download the zip and test the map to see how it works. (the tutorial is a WIP in the makings) http://www.leadwerks.com/werkspace/page/tutorials/_/artwork/destroyable-physics-r112
  13. Delete it i use a pivot
  14. EDIT : New version http://www.leadwerks.com/werkspace/page/tutorials/_/artwork/destroyable-physics-r112 (There is bugs using pivots and prefabs about positions and physics in LE3; new version just spawns prefabs at original position)
  15. You could have two versions of your model : the solid and the destructible one. How to make the destructible one : Step 1 : making the destroyed model : - In BLender or other soft, use some cut tool to break your model in several concave pieces ( If there is non concave pieces just make collision shapes - see how import collision workw in LE3) Step 2 : LE3 work - Import all your pieces constituing your destructed model - For each piece add a physic shape and weight - create some empty pivot in LE3 - drag each physic pieces into that pivot as childs - save your pivot and pieces as a Prefab In game when your model get destroyed , just replace the solid one by the new prefab , with physics applied each individual piece will fall down.
  16. Memory increase and going over 4Go for a non AAA complex next gen game indeed can be problematic if that can happen on indie open games outdoors running mulitple scripts and entities. Perhaps it's how you manage entities and their attributes that can make problems , why not ? Perhaps all scripts of 1000 lines is too much and you should instead make separate scripts than import them ? If you could zip and post your project with just necessary assets and files to test, some of us could try and see how it goes.
  17. To resume this seems mainly problems in your code , and LE3 just runs fine. We should not have to call garbage collector, when you will have your code fixed, you should not need to call it.
  18. In time can be within one year or two
  19. Perhaps if we were shader programmers we could manage to make DOF , Color grading , tone mapping ,godrays, water system ... seeing the game "Dangerous Rays" outdoor level just look far away better than LE3. This is more a question when all that effects be part of LE3 for all non shader programmers people ? (As you do actually for Bloom and some other as you just pick the one you want).
  20. This is not asking complicated Global illumination, but more simple and older techniques like : Some HDR, SSAO, Color Grading, Godrays, sky system, DOF, Water system. Will that come ? And if yes , could that come this year or next year ?
  21. Why it's not possible in LE3 ? no depth info possible ? (It's not very new technique)
  22. Perhaps you could program it yourself ? uniform sampler2D colorMap; 02 uniform sampler2D depthMap; 03 04 varying float depth; 05 06 void main() { 07 08 vec2 coord = gl_FragCoord.xy / vec2(640,360); 09 vec4 depthMapDepth = -texture2D(depthMap, coord).z; 10 vec4 color = texture2D(colorMap, gl_TexCoord[0].st); 11 12 float scale = 0.2f; 13 float fade = clamp((depthMapDepth.x-depth)*scale, 0.0, 1.0); 14 15 gl_FragColor = vec4(vec3(color),color.a * fade); 16 } Source : http://www.informatik.uni-oldenburg.de/~trigger/page7.html
  23. Do you reach some limit memory ? or does memory increases always ? You could make some character automatically running between two points and see how memory increases and see if it reaches a limit or not ?
  24. IS anyone else having same problem ? Or it is related to your system ? Are you up to date also ?
  25. I have DLL error each time i quit playing some two games (nothing related to LE3) , i agree Valve will need to improve and watch these problems instead of ignoring them.
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