-
Posts
4,978 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Downloads
Everything posted by YouGroove
-
Some layers would could detect collision only and not physically collide Others layer could not detect collision against other layers so not collide. Would be usefull for many stuff, already asked on suggestion. Like physics and physics functions you'll have to try and experiment yourself to find what is working. Like for Ball joint physics : a real nightmare when not enought examples or more precise doc saying last argument must be null if you use only one entity of type prop for example or it don't work. After many tries and experiments you finish to find trying hazardously not last parameter in your case you need
-
You should look into LE3 FPS demo on sliding doors Lua code.
-
I don't know , it works from editor now on my side , i got it fixed after Steam update yesterday.
-
Search for how to detect key pressed (for example FPSplayer.lua) , and map change code than combine them two. All you need is here : http://www.leadwerks.com/werkspace/topic/8103-gameplay-tutorial-requests-here/ Some help in pseudo code : 1) In App.lua dd the change map function and code form Rick tutorial 2) In your player.lua code function Script:UpdateWorld() If window:KeyHit(Key.Space) then if timer > 5000 App.mapName = "myMap" timer = 0 end end Why a timer : simply to avoid to detect multiple Space bar key press during one second so avoid multiple load map. Once we detect one, we wait one second before allowing a new change map.
-
Nope , LE3 unfortunatelly don't have that very usefull feature.
-
Right click on window , you have thumbnail size option with clear names if you choose 128*128 But do you mean a new window instead of panel like model editor window ?
-
Blender import , select all option than apply scale before export to FBX
-
Thread can be closed
-
Lightmaps back ,Global illumination,Image based shaders ?
YouGroove replied to YouGroove's topic in Suggestion Box
This is what i don't understand because of same quality, lightmaps uses very few GPU ressources compared to real time shadows and lightening. Actual LE3 frame rate is too low for almost empty levels. Put a directionnal light , than add only a spot ligth to see big frame rate drop down. Lightmappgin would have kept high frame rate and better shadows, caus lightmapping don't have distance limitation like actual LE3 shadows. Good method, that can be effective between gameplay coders and 3D artists. There are many stuff around the web that can be found from Image bases solution (like Marmoset), to some global illumination techniques. So this seems we'll have to wait a good bunch before seeing faster lightening system with global illumination. -
Exists from Doom, Quake periods , nothing really new, i'm a bit disappointed
-
@Tempest : Some advice : don't make your idea on too long plan terms, see what is available right now in LE3, if it does suits your needs, than don't hesitate and buy it. If something particulary you need just ask it.
-
When pressing directly "S" in the game to make object run backwards it runs forward even with force displayed as negative in screen. How to test : Download map Attach script plane.lua to the little blue rectangle Run the game and press "S" key bug.zip
-
Seems i don't have that problem no more (it has been a Steam update during the day also). Let's hope it will remain like that
-
Lightmaps back ,Global illumination,Image based shaders ?
YouGroove posted a topic in Suggestion Box
It's from 3D quality point of view not programmer one : Brute lights and shadows are existing from lot of years years. I just realiased testing 3.0 , that it was doing better than 3.1 real time shadows that fades away even on super quality. Deferred or not deferred ligthening looks same as materials and shaders are the same techniques. With deferred bringing more than one directionnal light and your performance will drop quickly actually, specially shaders and shadows cost is heavy also. So will it be some new advanced lightening system planned with OpenGL4 or will it remain basic ? LE3 is doing great now , some features like grass, CSG tools will appear it seems , and LE3 workflow is great now , but i ask more on the 3D artist side will it be advanced faster and better shadowing system than brute shadows ? As advanced it's means less expensive than real time shadows calculations, this is the purpose of global illumination and others , avoid full shadowed level with brute shadows that just would make level too slow. It's curiosity as nothing precise and concerning that points are stated anywhere. Perhaps i am the only one asking that also. -
What kind of engines ? This is more a matter what you are able to do with 3D Engines and tools. LE3 is very easy to learn and program if you have some good programming base and if you are able to learn caus it has lot of tutorials and code to learn from. Like any small indie engine no one can guaranty you what changes could happen, but it seems solid for LE3. You should not worry about LE3 longevity but more about how many years it will take you to make a game
-
Global variables are usefull for general game purposes and stuff, can be used but in a clever way. For your variables, of general purposes, after reading objects position in your search function, place all variables that you have read in some Singleton Classes with all variables, specially for Player management that is the center data of your game. Pseudo code : list<Entity*>::iterator iter; for (iter = world->entities.begin(); iter != world->entities.end(); ++iter){ ... if name = "PivotPlayerPosition" { StaticData.positionPlayerStart = entity:GetPosition() } if name = "EnnemySpawner" { StaticData.EnnemySpawnerPoint1Position = entity:GetPosition() } ... etc .. }
-
Just make your staircases, group them in one BSP object or in a Pivot, save as Prefab. You can now give your prefab to anyone using LE3, it is very little file size, and anyone can use it, duplicate it , scale it and orient it as needed. Beginners in modeling can already make a complete game without leaving LE3 edito and using primitives present, you can even make really complicated level using them. You should dig more LE3 BSP and Prefabs
-
Project giving hardware error
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
Graphics card has switched itself, and running ATI graphic manager fixed the problem. Thanks. -
Strange probllem, the game runned yesterday, today no map of that project can run ? And i can run other maps from MyGame LE3 default project for example ?
-
Some of us would have graciously give some of our time to look at your problem, even on some 32*32 pixel of images. Good luck with your problem. ----------- I would say open diffuse, specular, normal map in Gimp and get rid of Alpha channel on all three maps and test again to see if it is what is causing the problem.
-
Post your files publically if you want, we could take a look. Be rassured we won't use your texture to make the next big AAA mmo
-
Blender versions 2.49 to 2.69 FBX to LE3 works like a charm. Some help for animation export (Bone animations only not Rigify system compatible.) http://www.leadwerks.com/werkspace/topic/8584-blender-export/ For static model uncheck "Include animation" in Blender FBX dialog. Post your Blender file if you really don't understand how to do it correctly.
-
It seems it's hard now for LE3 to remove Steam dependency or it would have been done already. General others 3D engines offers like UE4 are not tied to any distributor system could it be Sony, Microsoft Steam or whatever. LE3 is not as popular and needs some support to grow, and i understand Steam is central for that. I would just take LE3 if i had a commercial for Steam platform, for non Steam i would simply take another 3D engine. But not proposing some clean LE3 version without any files Steam dependency for non Steam games, this is just outstanding Why ? Easy way and less work ? Some Steam hidden agreement or another Steam statistics hidden system ?
-
That's great for Steam based games. This means all LE3 version will need Steam DLL library in published game even if you don't use Steam ? Or can we remove all Steam files manually to create the published game version , and the game will work ?
-
I agree. The problem if you want to publish elsewhere than Steam, your game project will embed Steam files and DLL, that's not good, and should be optionnal in Project Manager like some checkbox option : Create new project : [ ] Steam project checkbox