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YouGroove

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Everything posted by YouGroove

  1. You tried Maximo FBX to LE3, that's different from FBX export from Blende or other model editor. There is lot of Maximo stuff in Unity store, i wonder if it is same version ? Perhaps there is some hidden conversion ? I'll try if i have time to catch some MAximo working in Unity and try it in LE3. I'm pretty sure it's MAximo issue or model old version , not LE3.
  2. Old perhaps, but allow lot of visual advanced stuff as metal and roughtness, simple specular shader can't do, and lot more. This is what people are going to use today, specially with new tools like Substance or others allowing to create such advanced textures for metal ,roughness, reflection . Unreal has shaders extended from very long time as their shader editor allowed you to make custom kind of metal/specular shader different and more advanced than simple specular. LE3 uses standard even lot more old shaders as this is basic specular/normal map, it don't have metal, roughness , real relflective shaders that are becoming the new standard. I just hope that will come in LE3 caus it makes a real difference in visual quality, like advanced lightening is looking very different from Basic lights and shadows.
  3. All LE3 version are tied to Steam unfortunatelly, you don't have choice.
  4. Actual LE3 cylinder is not adjustable and fixed. The other problem is with bigger characters, as collision will be too small i don't know if some day it will find a fix, that's pretty limited as Unity for example proposes any shape size you want for character controller. Some solution in C++ , use a custom physic shape you made for collision, and calling navmesh functions access to navigation coordinates to manually make move yourself the physic shape.
  5. Actual lightening in LE3 is standard hardware lights and shadows, nothing new, LE3 will need some day physic shaders as they are becoming the new standard, specially when thye can be find as free open source system. Same for global illumination/image based lightening. These new graphic features are real "next gen" graphics and allow really better realistic graphics, specially physically based shaders, this is the way for indie teams going towards advanced graphics.
  6. Importing your FBX model in Blender than exporting it to FBX from Blender, all is fine. So the problem is Original FBX model format you downloaded. This is not some LE3 bug.
  7. There is a problem with your model structure. Importing in LE3, yes it is some wave/wobble problems on vertexs. Applying "recalculate normals" with treshold in LE3 model editor, vertices are moved on space, os i assume your model is problematic as this should not happen.
  8. I would be interested in having such cartoon shader in LE3.1. Actually LE3.1 only have fullscreen toon shader, but don't have per model and such cartoon effect is missing.
  9. I just tested, FBX model import in Blender 2.69 and is working good with no problems. Only problem i don't have any armature and bones, so no animations also.
  10. With last update running original LE3.1 FPS demo , i got on PC now 125 average FPS and some 80 slowdown at some moment when two crawler appears, but jump up again to 125 average FPS. With Vsync on medium quality and Anti alias * 2 , i got constant 60 FPS. Has it been some LE3.1 changes ? EDIT : Ok i runned some game really good also, and i remembered i switched on my PC from Intel integrated GPU chip to Radeon graphic card, so the boost is normal (and FPS could be expected to be better).
  11. Just saying it failed when i tried, perhaps someone could test again regify and see how it's behave ? I'm far from convinced about regify, so far from 3DSMAX complete and customizable biped system.
  12. Rigify is not compatible with LE3, it is not bones animations only, but a more complex system.
  13. You should use Sublime Text 2 : it is ways more advanced and have autocompletition.
  14. Smoke is very pronnounced, what is emitting smoke ? floor substances ?
  15. Decals are usefull for terrain floor decoration/variation, to apply specific textures anywhere. Hope some others projects will request decals the only way to see them appear in LE3.
  16. @ChrisV : Perhaps post your demo if you have time.
  17. Even big games like Witcher 3 uses advanced systems as modified Umbra 3 to have more effective culling system for what is in front of camera, they have their own LOD, own world management to be able to display complex worlds with good frame rate, if they was only relying on brute lights/shadows and render like LE3 it would not be possible to have such detailled game. Why big studios spend so much on optimisation systems , not for fun i guess
  18. Already asked some times. Basic essential editor missing feature.
  19. The compression textures really changed totally the loading times and space on disk, it was so needed. It seemsLE3.1 is stable enought now, and the work on new major features can now start
  20. From what i seen in FPSPlayer.lua you can also combine two values at same time as parameters. So a clear doc on what is possible and examples would be welcome (as this is function of the engine, should be documented)
  21. From design perspective, having search should work, or remove the search from Documentation if it don't work, will be more clear. Seems weird and people like me that don't know will try it and just find it don't works.Perhaps it's just branching something to make it wiork.
  22. I had same problems with prefabs and particles in the shoot em up Lua kit i made. Saving a space ship and some particle effects as prefab , in game some didn't started or where not visible. So i finally made the game without one particle only for player ship.
  23. After some update will always engine be able to laod older map formats or previous backup one ? Even with important changes on the map system ?
  24. I use Lua only, no autocompletition or Classes access. And there is nothing about shadowMode for Lua on documentation.
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