Jump to content

YouGroove

Members
  • Posts

    4,978
  • Joined

  • Last visited

Everything posted by YouGroove

  1. No more copy LE3 FPS demo files when updating a project, or should be optionnal really. Each time that breaks a minimum new project you've made and that don't use LE3 FPS demo materials/models/textures. This should not be hard to not update Materials/Models/Prefab folders. Another point some LE3 Editor specific materials and textures (light texture gizmo, Pivot gizmo material etc ...) should really be placed in some specific folder like : My_project\Editor\Materials My_project\Editor\Textures
  2. We asked as suggestion to have LE3 project manager with empty project option. For now , get rid of all textures,materials, models from LE3 FPS demo and make your own empty project template.
  3. You'll have to see with the the guru Josh then, i can't help or do anything on your collision problems so.
  4. For trucks, i moved one to the side to have more space and the character don't fall no more. But yes it's a collision bug, as if your character cna pass throught narrow space , collisions should be ok.
  5. I tested, if you shoot front of you, only on yellow block , only that block will be no collision. And you won't fall walking near left wall. Must be some pick or code disabling floor collision.
  6. Ability to display objects names in 3D view with a simple text. Can help to quickly view paths point names and other objects/pivots names.
  7. Thanks Rick. I updated the script with your MouseDown and Stop function and it's ok now
  8. I don't know what is invilving, perhaps it's super complicated as LE3 don't have real GUI system indeed. But would be great to have : Flowgraph input values like scripts input values. I mean you could change variables that would be exposed to Flowgraph like : Script.speedCharacter = 10 -- Flowgraph --float Like script changing them on Flowgraph would be saved. This would make Flowgraph become a real ghraphic programming system.
  9. I got now same problem on my other PC. Game is unplayable in run mode even , it is continuously printing : Hooking CoCreateInstance[Ex] Hooking GetOpen/SaveFilename EDIT : Some times it's just at game start and don't print during game, but the slowdown is still here and obvious like frame rate was 0.5 FPS. LE3 is just no more usable even with empty level test.
  10. What i see is LE3 is super tied to Steam even the C++ standalone version, it's good advert and make LE3 popular, but ... Will it be some LE3 version totally free from Steam, i mean : -No Steam files -No Steam DLLs Nothing Steam simply. If i realease a stand alone platformer or RPG for solo play , for simply any PC and i publish on Desura or any others platforms i don't want any Steam stuff in it.Could it be possible ? LE3 is 3D Engine not Steam 3D engine ... , i'm not sure majority of people are interested in Steam features, this should be optionnal not mandatory .
  11. This is not normal, non Steam version means No Steam simply. I f would publish a product for PC in general and not in Steam platform, i should have zero Steam related files
  12. If i duplicate the crawler , why only one go to the point i clicked ? as they use same code ? Did i missed something ? Another point : The character orients to a strange direction when it reached the goal position using GotoPoint ,instead of keeping facing the direction given , it is a bug ?
  13. If you have time would be nice. Why not simple cylinders colors falling and you type the right key ? like "C" "V" "B" "N" (to avoid french keyboard problem )
  14. http://www.leadwerks.com/werkspace/files/file/528-move-character-to-mouse-position/ Could be usefull for beginners or people needing some ready to use base code for "move to mouse character system". Enjoy I will bring some improvements as i use it in my own project, like more camera controls, or special visibility when character is hidden behind 3D models.
  15. @Cassius post a file with a short level map demo.
  16. So you should not have any Steam DLL or file in your project and have like LE3.0 some pure Windows Non Steam version. It is the case with 3.1 C++ actually ? Or does 3.1 C++ version incorporate some Steam files ? ( i have Lua Steam only version)
  17. I dind't understood More intuitive would have been like Guitar Hero style perhaps. Anyway great game mini game.
  18. You mean doc correction example ? not real bug from function ? Should be posted in programming section instead.
  19. @Dan22 : I highly recommend you Rick tutorial game that have lot of super gameplay code tips : http://www.leadwerks.com/werkspace/files/file/492-bombkiller/ For GUI, LE3 don't have one, and you'll struggle like a nightmare if you plan to do it yourself Solution : 1) simple menu : 3D clickable boxes with images for menus 2) advanced and complete menu system : NeosisGuy for LE3 http://www.leadwerks.com/werkspace/topic/7969-noesisgui/
  20. If you use SetPosition to put it really above the floor , does shadows pass throught ? Simple solution : if player below character Y with some value : by code de activate character shadows
  21. http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/shader/shaderload-r307 Seems it is possible. Does anyone has anyone passed some script input float to a shader and have shader change visible when running the game ? What commands shader may be used ? Load , Create , SetFloat ?
  22. What style tutorials do you need ? Game art ? what part ? textures/models import ? Coding ? and what part ? AI, movement, interactive objects ? For the coding part : camera, movement, AI, interaction : begin small, learn from all examples you can find (LE3 FPS code and examples , Darkness game demo , all video tutorials from Agrror, all Tutorials from Rick or it's game tutorial also , dig and understand that code and you should be able to make your own gameplay code. Some suggestion : Code small prototype examples, using physics, navigation etc ... and you'll have your code base to create any game style you want. LE3 engine provides you like some others mainly all you need to make your own game style.
  23. ahhaahh, yes shader Gurus Can it be mixed with dynamic lights system shaders ? I found these infos also : Performance - All shaders are highly optimized, and all features easily configurable. The overhead for our precomputed IBL consists of just two cubemap lookups, and RGBM-decoding of HDR textures is similarly lightning-fast. HDR(!) - High dynamic range skies are handled with .hdr & .pbm importers, and turned into RGBM textures during import. All the shaders handle RGBM cubemaps as well, allowing for super light-weight HDR without floating-point textures or any hardware restrictions; HDR that'll run on a phone! Gamma Correct - Much care is taken to do all the fancy maths and light convolution in linear color-space. All output textures will work in both Linear and Gamma color-space so both Pro and Free versions of Unity are supported. Mipmapped Gloss - The specular cube-map also stores varying gloss levels in the different mip-map levels, allowing for blurry specular reflections that gloss-maps can blend between. A custom cube-map importer saves and manages these mip levels behind the scenes. Sky Objects - The IBL cube-maps can be stored and managed by a custom Sky object in your scene. Sky objects are treated as ambient light-sources and work along-side Unity's direct lights. They also take care of binding all cube-maps, skyboxes, and exposure settings to our IBL shaders globally, making swapping out skies and messing with exposure through scripting very easy. Lightmaps & Probes - Skyshop's shaders work in tandem with Unity's lightmaps and light-probe illumination. Compliment bounced lighting from near-by surfaces with distant ambience and lighting from the entire sky, all while preserving specular and normal-map detail.
  24. It will need to be adapted i think to LE3 rendering/shadows system ? I don't know finally, like NEoSys GUI System, better as Marmoset guys if they would like to port shader and system to LE3 ? Im' not guru shader, i don't know what is involved behind the scene. Why not , LE3 advanced image based shaders doing almost as great as UE physically based shaders, any real improvment extension is welcome to LE3. It would be a new rendering engine almost ,specially on characters But be aware that this is image based lightening, this means the lightening and reflections will come from image background, not from lights. Or am i wrong ? Anyway even image based , seeing the quality it's amazing and ok for in game.
  25. Perhaps your character model sink or going throught floor or really upper floor ? Make your character disappear after some time or with some effect or just position it lot more above floor , this should avoid shadows passing throught flor.
×
×
  • Create New...