Jump to content

tjheldna

Members
  • Posts

    938
  • Joined

  • Last visited

Everything posted by tjheldna

  1. tjheldna

    Multiple Shadows

    I'm not doing much 3D work at the moment, but all of this development is getting me really excited for when I return.
  2. I think the name and the logo is....
  3. Not sure if this is what your asking? Sorry if not .h enum { kFlag1 1 << 0, kFlag2 1 << 1, kFlag3 1 << 2 }; class Foo { private: long flags; public: Foo(); } .cpp Foo::Foo() { //set some flags flags |= kFlag1 | kFlag2; //remove flag flags &= ~kFlag1; } Foo::Test(long flag) { //check flag is set in variable if(flag & kFlag1) { } //check flag is not set in variable if(!(flag & kFlag1)) { } }
  4. In some ways it's a double edged sword for me and the scaling import fix and relates to a bug post I did ages ago. Problem for me now is I need to scale everything by 100 to compensate and make them the right size. Id much rather the scale work properly like it is now, it just means a bit of extra work in the short term as I want my models scaled properly on import. Once again.... I'm super happy with this. I haven't done much testing as far as this goes but I think there is a picking bug in the editor with the newly imported models (not sure if this is isolated to a newly imported skinned or scaled model). I cant seem to click on a newly imported model in the view ports. I can only select it in the scene graph. I can do more testing tonight if needed, I just ran out of time last night.
  5. As far as my initial tests go, it's perfect. This is great stuff, I'll keep on testing.
  6. Dont want to go too far off topic but I fixed the 2 modeling issues, thanks for the heads up!
  7. Much appreciated Bolt. So is this something I need to get the guys at Akeytsu to look at? Not sure how that happened to the plats but i'll definately fix it. With the shoe I noticed that a while ago, and I'll fix that at the same time.
  8. I've recently had a break from LE and in coming back, tasks in LE that I had become numb to are now really apparent again. There are a couple of ideas that I think will make the import of models better, flexible and time saving. I've always felt the LE import system has been really good, but missing a few key things which could potentially be overcome. I've tried to give reasoning. Skinned Models don't collapse on import On/Off -> Would be great If I control the import of this feature. For example a piece of armour could be then accessed in code and hidden or something. Set a texture directory path on import -> One I've found that's especially laborious in LE is the amount of time you need to set things up. I might be tweaking an animation -> exporting -> assign materials-> test -> repeat over and over. If a texture is in a different place or named differently than expected your constantly setting it which I don't think I should have to. Maybe the editor needs to store the entity name (because there can be more than one in a model) and it's last known texture directory and name then searches on those values when importing. If it cant find it then it fails. Don't prune bones on import Possibly a bone naming convention on bone to prune Yes/No if zero weights assigned -> On my models i much prefer setting up the mount points for things like weapons armour in the animation program. The only way this is possible is to assign a slight weight to it, this will cause unwanted deformations to the character and feels a little hack. I want to be able to have the freedom of being able to animate a non skinned bone with out a side effect. If you have ever tried to parent a pivot to a bone (prefab) for a mount node on a mesh you will know any further exporting of that model will result in that work being lost. Import Animation Scale On/Off -> I've brought this up before or import setting to turn on off per skinned model. Sometimes you do need to scale a bone just to make things line up properly in game whether it be a pose holding a weapon or a model shrinking. Settings in model editor read from file or preferably model import prefs saved setting in the editor -> Each model has properties assigned and read when imported and remembered. Settings that are set are the ones found in the model editor eg. collision shape to assign, textures etc. Obviously this is all about saving time. Cheers!
  9. Look at the campfire texture in urWorld Project. It uses a b/w mask texture to define the ember glow areas. It's not exactly what your after but it's close and you may be able to rework it.
  10. This is all about smoothing groups. Edge loops aren't for the game ready model. That would be for a high poly model that you bake the normal map onto a low poly one. I had problems with LE importing smoothing groups First in MODO 8 not importing but newer version 11 its working again. I'm also now using Akeytsu for animation in which the groups does not import into Leadwerks. I have to use the model editor calculate angle option which is bad for characters or anything other than simple shapes. Thing is the same models export and smoothing groups come across perfectly in other game engines and have always done so. If your using Substance Designer for baking it has become really good at baking a model with a mixture of hard and soft edges. After all that work preparing, baking etc the final result still wont appear in LE correctly because of smoothing groups. A mainly an artist this has been a real frustrating problem. My bug post about it is buried so deep not even I can't find it. Here is an image of the comparison of smoothing groups. see how the armour has nice hard edges directly from exporting, and leadwerks does not.
  11. tjheldna

    Dwarf Beard

    My latest entry for the Leadwerks Tournament "Dwarf Beard". This entry is really the product of a merge of a lot of work I have done over the many years. The code template I used goes all the way back to my first game created in Leadwerks "Mages Alchemy". The Template has seen many iterations, updates as my skills increased or I just work out a more better way of doing things. For this tournament I've made many new improvements focusing on character controls, AI and handling animations. Making both of those changes has really made the character code manageable and readable which was my focus coming back to this code from not looking at it for over a year and re-understanding it. Artwork taken from various graveyards of projects. Its playable now after a few tasks in particular are complete i'll upload the project. For now here are some action screens.
  12. Shadmar did a leaf/foliage shader which would do what you require I think, with his permission i'll post it.
  13. Check the shader used for your rock material it needs to be set 'groundrocks' or something. You're probably going to need to delete all the billboard textures that were generated too. I'm not in front of LE at the moment so I cant tell you the shader name for sure.
  14. No scaling in animations is not applied in LE unfortunately (although will you can in your modeling program). Only rotate and transform are applied. I've submitted a request for this a while back.
  15. Appologies dad, I thought Newbie was your username at a quick glance . Glad it worked!
  16. Hi Newbie, Thats not shadows, thats your meshes normals all out of shape. There are two things you can do here. Fix the normals in your modeling program, it will be called something like smoothing groups. Or In LE you can edit this also in the model editor->Tools->Calculate Normals. Experiment with the results but I would choose 'Angular Threshold' and play with the angle value. The number you choose will depend on the model. My opinion would be fixing it in your modeling program. I only know Modo so I could only tell you how to do it in that.
×
×
  • Create New...