
tournamentdan
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Everything posted by tournamentdan
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For the last couple of months I have been working a program that will create the framework for you. The framework will be built based on what you need or want. It will ask you a series of questions and how you answer will determine what is included in the framework. Then it will guide a non-programmer through taking input and adding it to the framework. It will be nice for the advanced programmer also. If you do not wish to use the main framework for a video game you could pick from the library of blocks of code.
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I like 3, but I think it would look better if the letters were blackened like they were burned in.
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I would like to say thank you pixel, and to all the others that helped. But in all your hard work I think you missed something. I think you forgot to charge for time invested. Seriously pixel, I would of gladly paid REAL money for this.
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Why don't we try this: If your going to have a bunch of languages in one category. Make it mandatory that the poster has to select a certain language . Once they have selected a language it could be attached to the title. So if you put in "Question about camera controller" and you select c++ in the forum editor. The title will read as "Question about camera controler-c++". That way bmaxers do not have to read about c++,java,lua,or fortran. or vice versa.
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I thought that since you decided to use multi threading that would fix any problems with large worlds. Why can't there be millions of bodies if we have the ability to load on a separate thread.
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The animations do look nice. keep up the great work.
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It has been a while. I have been very busy and unfortunately that means I have not been modeling much. Not as much as I would like. I still with about one or two hours a week have about 20 to 30 models 70 percent done. I know, I for some reason have a problem with getting bored and moving on to another model. If I want to go any where with this stuff I will have to kick this in the butt soon. The models that I have made was a nice learning process since I have modeled for a while, I have never really done anything for games. Everything should go a little faster since what I have been doing is figuring a way to best optimize the mesh for each model. I have redone my character mesh since last post. I was getting nice results with my old mesh but the deformation in the elbows and knees were just terrible. So I added a loop here and there and I am getting great results. The LOD3 has 4,900 triangles. (My LOD range is 1 the lowest) I am happy with the amount of polys and I could probably cut some out here and there. I am going to leave it were it is since the normal maps are creating a lot of detail. Since I have kept the polys low I plan to make a LOD higher(LOD4) and really the only difference will be the head. The only real reason for the LOD4 is so I can do facial animation. I some times seem to over do things and the head weighs in at around 4,000 triangles. Now that I have gone back and looked it over.The two ears together are around 1,000 and since I am not really planning to do any ear animation I can cut a bunch out there. Other than that I am going to keep everything the same. I know 3,200 triangles sound rather large when it comes to just a head. I would like to create character models that will rival AAA games or even exceed them. So the top LOD will be at around 8,100 and that is pretty good.
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I do not understand. What string are you talking about?
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Thank you. I will certainly keep that in mind since genetica is kind of new to me. So if I pull all my hair out I will definitely come a callin.
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I actually meant something different with the two sided plane.I guess I miss understood the tutorial that I watched a few months back.Just went over it again and I see that they just duplicated a plane then reversed the normals. So the one plane is actually two planes. I was thinking of trying to use just two planes in a x pattern for the lowest LOD but if I do it this way I could do it with four planes. Sure I can show some pics. I will even throw in some other models I am working on. Note that nothing is textured. I have to dust off my genetica and start finishing these things.
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I think it is always going to be artist on one side of the room crying about how hard it is to program and on the other side of the room there will be the programmers crying on how hard it is to model.(ok maybe we are not really crying) If you are good at something you should stick with it and leave the other stuff up to the people who are good at doing the other things. If you are worried about income, a team of two people that know what they are doing in their own fields of work WILL no doubt be able to create more games and content than the lone wolf that is really good in one area but average to poor in another.So the two that work together will most likely make more money. I am not sure if LE3 will allow the little guy to compete against the big studios. We all have our hopes and dreams at what LE3 can or will do for us. I think that one thing it will definitely do is help a one man band or even a small team of people make a prototype of a game very quickly. And maybe once you have your prototype game finished you could then find financing to hire out the people you need to make a (big studio)game.
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Thanks for the reply Paramecij. I was really only thinking of doing 3 LODs, but I think you talked me into about six. I think I will try a little higher for the top LOD. Right now I am at 1500 triangles. Might try a little more for the up close and personal. Can we use a double sided texture with this engine? I was thinking of trying to use only two planes for the (Ultra) low LOD.
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So I am going to give it a go at making some plants and what not.I was wondering if anybody had a opinion on what they would like the poly counts to be for all LODS on a tree,bush,flower,ect....
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Reminds me of the Benny Hill show. http://www.vidivodo.com/79398/real-benny-hill-chase Would there be a way to make some of the people in the crowd to take longer routes. Instead of them following one by one in line.
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I think you are talking about rag doll physics. Is this what you are saying? Do you mean if your sword hit a animated characters head, the head would then react to the blow?
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"Finding" a "Path"...Get it? Wait a minute...
tournamentdan commented on Josh's blog entry in Development Blog
Great work on this. LE3 is going to be really nice. You said that regenerating a tile can be done on a separate thread. Does this mean you will be supporting multi-threading? -
Josh has stated a few weeks or months ago that he does not know how many features he will be able to pack into the first release, so he has not come up with a price yet.
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I think you are talking about this video. http://www.leadwerks.com/werkspace/topic/3410-real-time-snow-accumulation/page__view__findpost__p__31134
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As Engineer Ken said try recalculating normals in blender then export.Even watch for doubles, they can do funny things.
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Well done. I'm sure you can breath a little easier now. P.S. you are so brave for running into that burning house.
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Coders Gonna Code, Haters Gonna Hate
tournamentdan commented on Josh's blog entry in Development Blog
Is there any way that members only could add to a wiki? -
Hey Ken, very nice model. A while ago I was very interested in modeling cars and selling them to people for games. I searched high and low and could not find a legal way to sell or use a manufacture vehicle(without their permission)in a game. One example is at Turbosquid. You can buy a manufacture vehicle but you can only buy it with a media license. Meaning you can use it in a commercial,movie,advertisement,news,ect... and NOT in a game. I think the reason for this is that manufacturer's want to have control over what can be done with there product. You may get permission to make a game like yours and most likely not if you make a game like GTA where you can run over hookers and such. Before you invest a lot more of your time I would check into this. Especially if you want to make money with your game. I am also interested on how you will implement the destruction. Are you planning ahead for LE3 and going to try decal tessellation?
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Collection of recommendations for model creation and level design
tournamentdan replied to VeTaL's topic in Suggestion Box
I do not understand the problem. It is common knowledge that you can go overboard in any engine on models whether it be poly,textures,materials. As a whole there is not a lot of up to date info for game art anywhere. I think Roland was the one that posted this link a while ago and this should be used as a guide for game modeling. But remember, even large studio's have to do a bunch of testing to figure out what they can cram on a screen. -
Maybe he means quads and not triangles.
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So this can only be done with csg models right?