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YouGroove

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Everything posted by YouGroove

  1. Working on simple hair/clothes joints. I made a joint ball with a parent and a child, physics works good. But the child physic ball does not collide with parent box physic and go trought it when balancing.
  2. It's not to replace some optimized grass system , but more some fast tool "object palcement" painting. Paint and place trees, rocks with some random Y rotation and some random scaling for example. Automatically place some object oriented to the normal of the terrain or floor, it would be automatcially well oriented on top of terrain or floor. Some options would be usefull also : - Y random rotation - Min-Max random scaling - Y offset (Min , Max, random ) values , for example trees should have their trunck down on ground in Y axis. This is not the best example and more advanced, but it shows the idea
  3. On top menu in the site, go on "Download" section, you have sub item appearing but no "games" item. You have to click on "download" and you will see on the left menu on page the "game" section available.
  4. Generaly if i have 240 frames for examples, a lot are used, for example i can have some 15 keyframes in the intervall 1-60 for walk animation, , i must keep 1-60 to be able to work clearly, sometimes i can have 5 keyframes on intervall 70-90 for example. Putting 5 keyframes on intervall 1-500 for example is people that don't know how to work with animation. With simple FBX export i exported each time all animations, and didn't had any problem of overhead ot whatever. People will have to be aware that using this reduction option can downgrade their animation quality, anyway good we can keep it at value 1.
  5. Seems related to terrain rendering so ? as in BSP level there is no problem.
  6. Better convert a general cartoon shader code tutorial to LE3 than try converting specific shader code made for Blender i think. A very good tutorial : http://digitalerr0r.wordpress.com/2009/03/22/xna-shader-programming-tutorial-7-toon-shading/ What is great is that it uses a gradient map, so you could really customize your shader with few to lot of tones shading : Another tutorial , seems good also ? http://rbwhitaker.wikidot.com/toon-shader
  7. I would also need more info on that. FBX export worked pretty well, all my animation keys, were exported could the total track lenght be 200 or 400 length steps for example. What is the difference with standard FBX exporter ? Why there should be a limit , it's only keyframes info ?
  8. thanks first time i used that menu. What is animation steps on export option ?
  9. Lot of uses : clothes, monsters, animals, characters , grass etc ...
  10. Will it be some sliders and inputs to adjust effects added on the root scene ? Bloom, incoming DOF etc ... I mean for official effects not workshop ones.
  11. Google is your friend.
  12. LE3 shown this feature , it is available so ? Will it be some simple tool or way to choose the texture and splat it on terrain (position/scaling/rotation) ? https://www.kickstarter.com/projects/1937035674/leadwerks-build-linux-games-on-linux/posts/532834 Ideal to bring lot of texture details to terrain.
  13. Could you post a working example map file with your script door code, so we can see if the problem comes from your map/code or model.
  14. I put io_scene_leadwerks in folder Addon , but i don't see any export to MDL or LE3 ? (using Blender 2.70 under Win 7)
  15. Yep, today Thread based is the way people go, while moving to some other region, next region assets are loaded in another thread. Wow game is a great very old example with vast world and no loading screens when travelling through regions.
  16. Why not proposing some workshop download option ? Something to say download or not download workshops at startup ?
  17. I susbscribed to some workshop items. Launching LE3 today, i have it blocked on launch. It is workshop problem ? Or Item problem ? I had two items blocking LE3 launching each time i relaunch LE3. Finaly i unsubscribed all items on workshop and was able to launch LE3
  18. I'm not doing some FPS game right now, there is so much FPS games The best way used today i think used in games is a mix of ragdoll physics and animation system, this way any collision limb of character never passes throught floor , or character can pass under low obstacles crawling. Perhaps some objects physics attached to bones and not colliding between them (see pic below) Otherwise, it's using physics and tricks indeed , you can also google or ask on other forums to see how people manage that. It's only lot of work and lot of tweaking and tricks. Video example :
  19. Modular assets for exterior can be made if you have a 3D artist on the team, or if you buy 3D modular packs. Indeed for non modelers BSP can be a way, Sketchup also have world UV mapping like BSP and it is as easy. Could they be made from BSP program or a modeler, modular stuff is the way to go
  20. Modular design even on level making instead of BSP; has many advantages and this is the way to go also in industry. http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html 3D packs you buy are also modular like rocks pack for exterior that you assemble to create infinite rocky terrain variation, same for modular buidings. You UV and texture only one time each modular piece, than duplicate as many as you want to create some building. Arteria 3D example : Other example : About optimisation : Better have some "merge" models function to be able to merge assembled models as one model in the editor , so you'll have one draw call instead of several per object.
  21. But LE3 don't have LOD support, and your model don't have collision ? or am i wrong ? What is the naming convention for LOD you took ?
  22. Can be a really good method to create very fast map general design, than continue refining in the editor. Why not using Tga, Gif ? A heightmap is simple image with levels of grey color.
  23. Understood, just trying back again to work seriously in LE3 just showed again workflow real weakness and painfull points.
  24. Personnaly with LE3 i would go for switching multiple physic shapes (show/hide, Collision on/off) , to avoid any potential LE3 physic shape resize bug or problems
  25. Super old technique used in Unreal first game, Perfect Dark on N64 and many games. Just trace a simple raycast from camera player position to the sprite object halo center, if no obstacle display the sprite, if obstacle don't display the halo sprite. You just need simple transparent TGA halo image for example.
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