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Everything posted by YouGroove
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Imported a workshop item The zone : gurad tower It has tower duplicated 3 more times and not textured ? why ? bug ?
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Would be better in the workshop to have some table with common attributes like : - Collision check box Fences models from workshop have no collision at all, so totally useless for example. If it was some collision checkbox for each workshop item we could see quickly if it is decorative or a real working model with collision. Same for guard tower and osme others : no physics = totally useless, specially you don't have source file FBX if you would have courage and time to make yourself the physics, sorry to be harsh but useless even to prototype, and should not be in Workshop.
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I just can't work with LE3, how is this a such super needed tool as uniform scaling gizmo is missing ? Entering each time : X,Y,Z values, than changing each time manually all three until haveing the right scaling is a REAL PAIN in the workflow. I hope LE3 editor to evolve in a modern editor instead of keeping stuck in old painfull editor style. Steam is taking the lead and priority instead of essential features ....
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Dropping containers from workshop on the level and they don't have a name in scene tab ? Why containers models are duplicated in workshop folder view in LE3 editor ? When dropping in the scene the containers we cannot not view in model editor, their name appears in scene tab. But droppping viewable containers in model editor on the level, they have empty name in scene editor. I tested with buildings also, dropping MDL file and nale is empty on scene tab.Dropping in level prefab instead and the name is ok in Scene tab. So the problem is general not related to workshop, perhaps some name problem ?
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Importing Steam workshop, needs to stop and launch again LE3 to view and use what have been imported. Would be lot better to have some LE3 auto relaunch when some Steam stufff have been imported. The best would be no relaunch and LE3 workshop folder "refresh" context menu or auto refresh option.
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Original TGA texture still beeing in the folder, if you delete a Tex file, LE3 don't regenerates the tex file. Some otpion to be able to view original textures files icons and clicking on icon having a menu with the option "regenerate tex file" would help a lot. I got some normal map failures and problems , for example changing compression format, a normal map turned flat, and deleting Tex file i coould not regenerate tex file, and had to overwrite original TGA texture to have LE3 regenerate Tex file.
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Allow textures to respect a CSG's local UV space
YouGroove replied to Einlander's topic in Suggestion Box
Already asked, this is ability to lock texture coordinates in space world. -
ahhhaha , how do you think other people done in Unity or other engines ? Unity default character is good to test and prorotype, not so good character controller, once you need a better one, you need to code and in other cases use real physics instead of faked one. What are the details stopping you ? I would have used a simple capsule physic i would move using SetPhysicsPosition, i would rotate, and i would cancel physics unwanted rotation velocity using SetOmega(). Than crouching or crawling i would just Hide the capsule and show/activate a different physic shape like a smaller capsule for crouch and some horizontal aligned capsule for crawling. It's only be able to deal with all available physics functions.
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Just after FBX import in a folder using menu "import" , the model don't show, we have to click on other folder than click back again to original folder to see the imported model. Am i the only one having that problem ? LE3.1 Steam Lua (non beta) - Win 7 64 EDIT : Same problem for textures.
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Converted Nobiax models for LE3 Site download section. Just tried Steam Workshop, and it is awesome how it works and how easy to import stuff like any asset store to quickly prototype some style and look of game. Right now you can prorotype abandonned levels fast using available assets, even a beginner should be able to make a good looking level.
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Not a pain and should allow lot of possibilities and any custom collision need. Using simple physic shapes you move by hand and change depending on position (crouch, crawl , stand) should work and will allow any shape for any character/monster/robot size, using navmesh point navigation it should work. Actual LE3 character system is very limited and too much restrictive, if you want better and non limited, like always you will have hard work to do.
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Mainly gamemaker engine advert, specially such open competition to any engine and to RPG and non RPG games.
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The problem is not making the level, but FPS gameplay. Is you make a small space where you must ramp and crawl, actually LE3 fixed cylinder will never work. All other FPS gameplay is missing (changing weapons, grenade , crawling etc ...)
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I will make a playable demo instead if i have time, but nothing new, as it will be simply using a pivot on each object for the best placement in the player hand.
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Any tutorial or guide ? How can we guess how works post effects ? Thanks i'll check that. Edit : it worked, didn't know that worked this way.
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As LE3 focus mainly on FPS demo, i wonder if it would be possible in the future to have some extended FPS demo for new comers with real FPS possibilities : - different weapons attaching and different arms animations for each weapon instead of one fixed weapon and animation - grenades system launch with visual trajectory, and physic effects, damage - rocket/missile firing example - health items example - Weapon zoom scope system for specific weapons - working real crouch system to pass under obstacle or hide from fire ennemy weapons or turrets - ramping on ground and pass under small tunnels, actually impossible with LE3 collision cylinder - decals (just kidding ) In the future will that become possible in LE3 FPS demo , or will the demo stay as simple and generic as it is ?
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This is generally how you attach clothes, weapons to character bones generally in other engines also. Or sometimes they have a general function call, but that finally call the same position/rotation code behind the scene. It's up to you to create for each weapon script specific values to adjust their position and rotation to player hand : position offset adjustement and rotation offset adjustement. Here is pseudo code : WeaponStick.lua start() PosOffsetX = 0.2 RotOffsetX = 0.5 end Player.lua -- function called by updateWorld() function : placeWeapons( weaponsLeft, weaponRight) rot = hand:getRotation() finalRotX = rotX + weaponsLeft.script.rotOffsetX pos = hand:getPosition() finalPosX = posX + weaponsLeft.script.posOffsetX weaponsLeft:SetRotation(finalRot) weaponsLeft:SetPosition(finalPos) --- (same code for weaponRight) -- return into player updateWorld() function end I don't knwo if you understand the code, but it's one way of doing it. The best way to adjust weapons offsets in rotation and position : Place a pivot on each weapon as child, the pivot should be positionned in a way it will make the weapon perfectly fit into the player hand. So by code you retrieve the pivot position and just call SetPosition to move it to the hand position, no need ot use offsets as the invisible pivot is done for that. A good tutorial on attaching different weapons (+ pivot offsets) is really lacking in LE3, if i have time i'll make one.
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Using SetParent, is just coding less, but behind the scene, it just calls the same code : SetPosition and SetRotation if im' not wrong. So i would go that way calling SetPosition and SetRotation and not using SetParent, you won't gain or loose performance. For the collision shape problem, i don't knwo as i didn"t had that problem and didn't has to change or use Shape functions as models was imported and dropped in the editor only without needind to change shape, so i can't help you on these specific parts.
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No need to call SetShape, using setCollision to "none" or "prop" should work, i would just put the weapon at some distance from hand when dropping it to avoid collision problems. That's strange caus it worked on your video for the first stick, it What you could do : -Avoid calling SetShape and AddRef in start functions, just duplicate the sticks in the level editor and would just call SetCollision "none" or "prop" only when picking or dropping a stick. - Instead of suing SetParent, try each update frame to position and rotate thane stick by code to self.palm. - You don't need to call SetMass(0) as you have SetCollision(0) perhaps, and using setPosition and SetRotation each frame will override any physic beahviour Make it simple.
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I have not lot fo free time, but i can make some models (make physic shapes in BLender, export and import to LE3 with a quick physic test) Who give us the model files to test/makep physics ? Where do we upload them ? (here in the site ?)
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Would be better to have sliders and input values for post effect shaders as bloom to cartoon ones. This way we could adjust in real time the effect to fit the 3D level we are making. LE2.5 had possibility to adjust post effects values if i'm not wrong.
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Old visual enchancements effects we don't find in LE3 : - DOF - Advanced sky scattering system - Prefab plane and water shader - Prefab plane and geometry waves water shader - Motion blurr (usefull for special effects) - HDR - refraction shader - SSAO Will some of them are planned ? For realistic style , now in LE3 we have only basic very old bloom system to enhance the game visually, something that existed in Blitz3D and before, so we are waiting for other old techniques as DOF , SSAO and others to come to LE3.
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Seems Steam ralated problem about component warning ?
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Why changing weapon shape ? It should be fixed when you create or import it in the level editor.