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Everything posted by YouGroove
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Re installing LE3 caus is the only option i see now. And see if other projects works or update and they are not corrupted ? Perhaps the early update put them in a broken state ?
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No game process was running. They are two different projects : First project location is : C:\3D\LE\test\test Second project is standard default LE3 install for MyGame project : C:/Users/jun/Documents/Leadwerks/Projects/MyGame/ New error : If i click "open folder" on any folders like "models" or others it don't open forder ? I tried on both projects. It is related to upadte or some computer/steam restart is neede ? (LE3 has been restarted already)
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Some problems : - Existing projects that have been updated but incorrectly with error are marked ok Should ok symbol be put only if no error during project update ? i'm not sure this is possible ? Some errors trying to update a project i got same messages box, here is some trace : Trying to run MyGame default LE3 project i have same error : Same Map file 24 not supported. It's because update fails i think, does this mean needs re install LE3 to clean project update ? I mean
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Is update for later you mean ? so normal i have same problems now. Another problem : Map file 24 not supported I think it's old problem of Leadwerks.exe not good.
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Yes the example works fine , caus camera movement is smoothed by code. I'll post some example.
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Have you shut LE3 , restarted and retried on another new map and project ?
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For bullet is use SetVelocity, never use functions that will drop frame rate. SetInput has a jittering problem, having it smoothed it would be ready ot use : here is some code example : function Script:Movement() self.prevPos = self.entity:GetPosition() -- handle player movement self.playerMovement.z = ((App.window:KeyDown(Key.W) and 1 or 0) - (App.window:KeyDown(Key.S)and 1 or 0)) * self.moveSpeed -- move the camera to the player and set the yaw from 3rd person view self.Camera:SetPosition(self.entity:GetPosition(true), true) self.Camera:SetRotation(Vec3(self.cameraPitch, self.cameraYaw, 0), true) -- offset the camera up and back self.Camera:Move(0, 3, -5) -- rotate the model along with the camera self.entity:SetRotation(Vec3(0, self.cameraYaw, 0)) -- move the controller in the rotation of the player self.entity:SetInput(self.cameraYaw, self.playerMovement.z, 0 --[[self.playerMovement.x]], 0, false, 1) end I'm annoying but Character controllers in other 3D apps are smoothed , in LE3 not.
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Separating will complicate workflow and others engines put all in the same scene could it be particles, lights, models .... Can't imagine a house model and it's door, windows prefanbs in different hierarchy. Copy/cut/past of group of hierarchy is what is essential actually and missing , it becomes a nightmare to work with big list and sub hierarchy and drag and drop.
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MilitaryG : I use mainly pain table for everything , moving to a menu ,selecting something etc ... is fast and not comparable to mouse. VR is just to play mainly, some systems are coming, you hold a weapon and where you move it in space and point it , is wher it goes, you will do things you can't do wih a mouse : shoot anywhere , any direction around you in the game , where you point your weapon is where it will point in game, like direct shoot behind without looking behind or shoot in the sides while keeping runnning and looking forward. I owned a WII , and i can say , it brought a bigger level of immersion than joystick or mouse to have some motion detection system for soem games like Red Steel 2 . It was far very from perfect indeed, but brought another sensation very different from static input systems. VR can be good for FPS view styles, if you can play long enought without having a headhache or feeling tired
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Do you use Linuw or Windows ? To duplicate : - Select object and keep mouse down - Press CTRL - Move mouse and release mouse where you want the object copy
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Sony is coming with "Morpheus" project , all others will come, and PC will democratize it also. But it will take a year or two, for now it's early beta testing for VR systems, trying to improve and make them better.
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But LE3 BSP map is not using octree if i'm not wrong. So Occlucions culling can be a bad idea so.Light perimeter calculation and visibilty would bring lot better and constant optimisation. Anyway, only advanced lightmapping or real time global illumination systems could really shine in performance and quality. Perhaps some system could appear in LE3 some day ?
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They are already : occlusion culling checked. But's it's inneficient brute technique in Leadwerks 3, even removing occlusion culling on prefabs you will gain frame rate. Let's wait to test next LE3 update..
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How to avoid so much lights drawn, even in front of player only 3 or 4 are needed not 18 Lights. Will LE3 integrate some clever system or do we have to do it in a simple way ? Yes i'm annoying, but it's not a request just a question : Will LE3 bring a solution for that ?
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Errors with last Steam update.
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+ 10 I already submitted such suggestion, they could be number one priority after Linux, since we have to deal each time with that big list that quickly becomes a nightmare. I asked ability also to move objects to parents or root without having to scroll ,scroll, and scroll until reaching top list root.
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You must be right GotoPoint is perhaps free of jittering, just seeing crawlers walk , or aliens in my game running without jittering. The only problem is SetInput function. In fact i use SetInput that is called every frame on physicsUpdate(). Each frame some movement is given to it ,and jittering is super visible , so it can't be used for TPS games or FPS without do the tricks i listed above.
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Lightmapping or aonther modern solution would have been the key for all these shadow problems. Perhas Lightmapping will be back ?
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You could override each physic loop the rotation of character made by controller character, if you manage yourself rotation with SetRotation(). Once you called GotoPoint, apply SetRotation() Actually on Speed max and acceleration are parameters, would be great to have rotation speed.
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Good polycount for indie games. For 3D coat, as it has the best retopology tools : - Use symmetry mirror and quads tools - Split tool to split a long cylinder with rings - Draw and rings to quickly retopo arms and legs Some tip : Instead of using Lines and draw lines for the ring just toplogy some aproximative cylinder covering whole arm , than use split loops to make the retopo godo on the arm : this is a shortcut i use a lot to work faster. Yes the best way is to follow edges and have some ideas on how is polygons flow on low poly characters. It was a post where i put lot of links and images about polycount in industry games, but i don't remeber where it is in LE3 site
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LE3 FPS demo just smooth by code camera position and weapon, as in FPS view you don't see the glitches. Just open LE3 FPS demo , in the code change values to have camera behind the visible model player, you'll see the characte r controller it's jittering a lot. That's strange LE3 keeping that controller like that , not ready to use compared to others 3D solutions. It will only make code lot more complicated to have to code : -Character controller on fake object with invisible material -Attach your real character to that fake model - smooth position of your real character I don't see doing that workflow for lot of characters in a game A character controller is meaned to be ok, ready to use without behaviour problems.
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We can delete this post, i had that problem happening but re attempting all was ok. I just reported some sort of bug (more annoying behaviour than bug), windows switching to desktop during LE3 loading game in fullscreen mode and using maximal resolution. http://www.leadwerks.com/werkspace/topic/9055-fullscreen-swicthing-to-desktop-in-max-resolution/#entry69089 I don't know if it is my PC or other people will have same switching problem in Fullscreen Max resolution ?
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I use a resolution for LE3 in full screen mode like desktop windows : 1680*1050 The annoying point is Windows switching back to desktop during loading game. I have to manually re select LE3 fullscreen app, than windows switch back again to desktop so again i have to switch manually to LE3 app. This don't happen in lower resolution in fullscreen mode, now Windows switching to desktop. Does anyone have that problem ?
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Does someone have tried FPS le3 demo in some good resolution in full screen ? I got some error like Assert failed ? And in window mode it runs without error ?
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If i create a solid physic object and play with forces, using low friction , it just slides smooth on surface without any jittering. Why Navmesh functions are so jittering ? even setting friction to (0,0) ? Actually calling GotoPoint or SetInput is not possible to use them for real. Unity proposes a character controller we can call "ready to use" without any jittering or other physic problem used by hundred of games. Could it be possible to have in LE3 "ready to use" Navmesh functions : GotoPoint(), SetInput() with some smooth parameter when calling them ? Would be better for new comers (and i just dropped using Navmesh from some good time now caus of that ----------- Edit : Only SetInput is not ready to use, GotoPoint beeing ok and smooth without jittering at all.