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Everything posted by ChrisV
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LE doesn't need Terrain Tesselation, but realtime airodynamic tesselated hair. Nah, seriously though...yes, I agree. This was a cool feature I loved. I was in the process of creating some really cool looking textures for the tessellated terrain feature in LE. Was even going to create a pack with cool terrain textures for different environments.
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So, it took like allmost three years before this gets added by a member, lol?? I remember asking for it, allmost three years ago. Great job, martyj!
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I'm using Visual Studio Source Control. Best you can get for free! No limitations, and easy to use!
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Here's an idea. You could have each 'pick up' - item already in your scene, somewhere outside the play area,...and have one cam nearby those items...and once an item gets picked up by the player, you run a script that uses some kind of ID of that item, and have the nearby cam take a snapshot of the current picked up item. Or, use premade icons .
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PBR isn't a marketing term, Josh. It's just a new way of rendering things, make 'em look better (more realistic), and also, more importantly...PBR makes any game model look great (and realistic) under any lighting setting/condition. PBR also uses a linear workflow, instead of the gamma workflow (that LE still uses). Physically Based Rendering is also energy conservative: the light reflected off the surface will never be more intense than it was before it hit the surface. There are three PBR workflows: Gloss/Color Specular, Gloss/Metalness and Roughness/Metalness. But, they can be used together in order to make any lifelike material.
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No roughness map? That means, if i have a model of a hammer, the wood would be as shiny/reflective as the iron? Seems a bit strange to me. Why not add the possibility to use the alpha channel of the diffuse map for roughness? Then at least the advanced artists could add the roughness to the diffuse alpha channel, and those who can't, can use the roughness slider. Probably asking too much here, but one never knows, right?
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And, how are you so sure there's only 'a handful' of SD users? It's perhaps because LE doesn't support it that you don't see much SD created content. It's the same for PBR or IBL content. LE doesn't support them (yet), but that doesn't mean there's only 'a handful' that use those features, or would like to use them in LE.
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From what i remember using Rigify, is that you need to get rid of all the unneeded widgets and whatnot before exporting. The widgets are only usefull inside blender for creating the animations, but you don't need them at all in the final .fbx export. All you need are the bones (armature). The widgets will also count for a 'bone' in an engine, which brings the total amount of 'bones' to hundreds if you don't get rid of these widgets. I prefer creating my own rig in blender. Gives you much more control of what you really need.
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I contacted Mitovo to help him solve the problem. And, appearantly, this seems to be an issue with the .fbx exporter in blender. After loading his model in UU3D, scaling it up and then exporting it as an .fbx file (version 2012, binairy 6.0), i succesfully imported his model in LE, and the animation showed up in the model viewer.
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Have you selected the 'Armature' upon export? Or, did you select the mesh and exported that instead? If i remember correctly, you need to select the 'Armature' and then export, and in the export settings, click both the 'Armature' and 'Mesh' buttons.
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As i suggested earlier. It's not the most commonly used method, nor the only one to solve this problem, but it does add to the realism and it's not too difficult to do.
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Seems to me like you'd need to set the min and max range of your cam (clipping), and use two cams, instead of one...one for your weapon which has a max view range of say 10, and another cam that renders everything else besides your weapon. Not sure if LE has that option, but at least that's the way it's usually done. You could also try by making the collision shapes for your walls a bit bigger, thus preventing your weapon to go inside the walls. Or, you could use a raycast method, and when your character is at a certain range of a wall (or other object), make the arms retract (using an animation), so that the weapon doesn't go through. Btw, loved DarkBasic Pro. Brings back good memories.
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Pretty cool stuff, Josh! I also get a couple of missing shader errors, same as Slastraf. The framerate is getting low at some point, depending on how dense the veggies are, but i guess you could still make a couple of performance optimizations. Overall, i really like the new vegetation (could also be used for non veggie stuff)! Well done! Btw, i also noticed that the framerate is higher when the directionnal light comes from above, and decreases when the directionnal light comes from a lower angle.
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Some test scenes put together with the new media i'm creating to update my 'Ultimate Desert Pack' for LE. Made new textures, skyboxes and models. Plenty of possibilities with just a few assets! More to come!
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Updated my SKYWERKS - Volume 2 by Chris V pack yesterday! Added four new skies. One 'Clouded' sky, and three 'Dawn/Dusk' skies. Enjoy! Furthermore, i'll be updating my ChrisV's Art - The Ultimate Desert Pack soon and add new textures, improve old textures, and add models.
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Continued on a few more skies for my free skybox pack on the Workshop. SKYWERKS - Volume 2 by Chris V Here are a couple examples of the new skies i'll be adding soon:
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Cool looking game, guys! Simple gameplay, but still fun to play! Models and animations are well done, TJ! Topped Rick's highscore, btw! Got 2600. Who can do better?
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I totally agree. Furthermore, we don't want the same as in Unity where you need to rely on addons for 'standard' features.
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Would be even greater to have it as a standard in LE. Having to rely on addons for such 'standard' features isn't a good idea, imo.
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Added a new skybox pack to the workshop! At the moment, there's only a couple of (overcast type) skies in the package, but i will frequently add new skies. This pack will have any type of sky you need: overcast, daytime (clouded, sunny), night time skies, skies for alien planets, and more. And, if you have any suggestions for a type of sky you want added, please tell me! Thanks and enjoy! http://www.leadwerks.com/werkspace/page/viewitem?fileid=531222819 Chris
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Agreed. Coming up with unique and fun puzzles is darn hard at times. But, you get so much joy when your puzzle comes to life.
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Much appreciated guys! New sky, also an overcast type this time. Would be soooo handy to have a color picker to finetune the fog, live in the editor. *** HINT HINT, Josh *** What i might do, is already upload the finished skyboxes on the workshop, and add new ones (update the pack) whenever i have a new one done. Sounds like a good plan, right?
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The masked ones and the one with the hat (big or not lol) are my favorites. But, perhaps make 'em look less 'militairy', and more hostile. ;-) Other than that, nice concepts!
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Screenshot of an overcast sky, part of a new LE skybox pack i'm creating. I'm very pleased with the result i got. My previous pack had only sunrises/sunsets, but this new one will have a variety of skies for daytime, night, overcast, sunrises, and more. More screens will follow.
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