Jump to content

YouGroove

Members
  • Posts

    4,978
  • Joined

  • Last visited

Everything posted by YouGroove

  1. Will it be some asset store some day ? Or does LE3 need to grow lot more for now ? Would be great : - Import assets without leaving LE3 editor : As in LE3 format, ready to use - For people putting quality stuff on the store : 3D models, game kits code, textures it would be some little money back
  2. Yes BLender standard IK. No problem as you store keyframes, it remains bones animation. I just tested some FBX export , and no problem for LE3.
  3. I use IK on bones when animating to help make better and faster animations. It remains skeletal animation with standard bones as you store keyframes with LocRotScale. Nothing to bake. What do you mean by IK ?
  4. I found a workaround for 3D tiles to combine hard edges no light seams and keeping smoothed models . In fact make two objects for your 3D Tile : - 3D Tile (Floor, corridor etc ... ) with hard edges - decoration Assets of the 3D tile that should be smoothed (pipes, plants , rocks etc .. ) Align them in editor and make smoothed model part as child of connecting 3D Tile This way you will duplicate and snap 3D tiles in LE3 without light seams problem, with ability to have decoration models in the 3D Tiles that will stay smoothed
  5. A model with simple physics and no script , physic shape is ok , mass is ok, but the model don't fall on floor and stays in the air. car2.zip
  6. @josk: No problem. I hope to see your game and other people ones also
  7. In fact i found that Google Sketchup uses constant world coordinates for UV maps like BSP tools, and it is lot more easy and powerfull to use. BSP is good to prorotype and test, if you know some good modeler, for level design that's better to go for modular 3D assets and 3D tiles than full BSP.
  8. Would be great to have that in LE3 : motion Blurr per object for 3D scene. Interesting article : This is not Motion BLurr http://distantsoulsdev.blogspot.fr/2013_02_01_archive.html
  9. I found some tuts, i have to dig more in Blender side. http://www.katsbits.com/tutorials/blender/sword-mesh-smoothing.php http://ruzzy2006.deviantart.com/art/Blender-Smoothing-groups-tut-46039478 One solution oculd be in LE3 editor ability to calculate normal with toll per material, i mean by group of faces that have same material , by selecting material in LE3 model editor.
  10. Enjoy http://www.leadwerks.com/werkspace/blog/119/entry-1200-blender-making-curved-tubes-and-pipes/
  11. An easy way of making curved tubes or pipes for your 3D assets models or for your level. Click images to Zoom Some example of use : Spice up 3D models Or bring curved tubes to your level I hope you enjoyed this tutorial
  12. I done another test, LE3 calculate normals from model editor will work if your model don't have holes, otherwise you will have non desired normals for faces. As the example below, i used LE3 recalculate with 10° on treshold angle with now a fully closed model wihtout holes, it works, but you won't have no more smoothing groups in some parts, like the tubes pipes that i wanted to keep smoothed. So, make smoothing groups and not smoothing in Blender before export for some particular cases as below
  13. It was from Blender, i just clicked on simple recalculate under LE3 model editor, it works great for closed objects without holes. But for more complex models, specially with holes it can be problematic, and LE3 model editor recalculate tool won't help a lot. I put Blender file, exported FBX and MDL if someoen want to test. corridor.zip
  14. Reposting to refresh this old suggestion. Combine will mean less draw calls, optimizing a lot the game. Specially if you make your level using 3D tiles.
  15. Thanks. It worked, a simple recalculate in LE3 model editor
  16. How to make 3D tiles models normals good for LE3 ? I mean to have constant normal lightening like it is done with BSP blocks ? Does anyone done that already or have some idea ?
  17. Yes French keyboard (just change Lua cde in PlayerShip.lua, didn't had time to add key configurator) They are from Blender swap without textures to keep small siez game as possible. I hope we will see your game
  18. @Haydenmango : Great. Player submarine becomes uncontrollable when hit by anything with big rotations. Replace the player submarine collision code by this one to cancel rotation forces and have better gameplay. function Script:Collision(entity, position, normal, speed) if entity:GetMass()==2.5 then return end if self.health>0 then self:Hurt(.8) end --cancel any rotations impact forces local playerRotVelocity = Vec3(0,0,0) self.entity:SetOmega(playerRotVelocity,false) end ------------------------------------ More easy to play : Mouse to fire if App.window:KeyDown(Key.Space) or App.window:MouseDown(1) then t=Time:GetCurrent() ... ...
  19. If you attach LE3 FPS script : PlayerFPS.lua does it work ? it should , if not something is wrong with your character. If you need help, post your code.
  20. I have groups of BSP blocks prefectly snapped to grid units. If i select a group, and clikc on Rotate Y 90° button, the new group is no more snapped to grid units but snapped in middle lines. It also happens in individual wall blocks for example. Example below : 1) elements perfectly grid aligned, click on menu bar tool : rotate Y 90° 2) rotated element is no more snapping on grid units but half units.
  21. @ScrotieFlapWack Seems lot more some UE4 project than LE3 http://www.polycount.com/forum/showthread.php?t=133871 Anyway this is Game arts thread, as you don't post UE4 screenshots , no problem. Your Sci Fi corridor looks good.
  22. How to test : 1) download ShootEmUp kit : http://www.leadwerks.com/werkspace/files/file/524-shootemup-kit/ Dezip and open the project in LE3. 2) create a particle emitter in the 3D scene -add a material ike LE3 default smoke - attach smoke lua script from scripts of the project 2) Save the object (particle and smoke script attached) as prefab named for exampel : smokeDestroy 3) Select redShip model from from scene panel in prefab hierarchy and attach the smoke prefab to it 4) save the redShip object as redShip prefab Run the game to see the error.
  23. I've got this message : Possible reference count error for asset "c:/le3/shootemup_kit/materials/effects/default.mat" That happens when i tell some ship prefab in it's input script a path to a particle prefab. The particle has no problem, but once i put in on the ship, when the ship prefab is loaded and spawned with the smoke prefab in it, i have this message and the game crashes. Anyone has got some idea ?
  24. Midi game demo of a ShootEmUp game, with all Lua code, great to learn Lua and physics for this game style. http://www.leadwerks.com/werkspace/files/file/524-shootemup-kit/ It has some good tips on physics, specially canceling rotation forces when collision occurs on ennemies ships for example, as these ships must be in some 2D plan and not move on Z axis. This can be usefull for 2.5D game mechanics.
×
×
  • Create New...