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Michael Betke

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Everything posted by Michael Betke

  1. If I switch to wireframe everything behind objects is still drawn. I tried with regular meshes and with meshes which has a collision file. Doesn't work for me. But cant say about lights.
  2. Is there a way to activate it? Would be awesome!
  3. Thanks. I'll try out Fraps this afternoon and compress with virtualdub afterwards.
  4. I would like to record my screen to show of stuff and do some training videos. But its very sluggish. At the moment I use Camstudio. Formerly I used Camtasia. Can someone please suggest good settings for steady 25fps without lagging or a good (free / lowcost) tool?
  5. Yes. For example: I have a model in level. All properties are set up properly. Now I clone it and want to place it on another place. In Crysis editor I can keep the cloned model selected and press Control+left mousebutton to place it on the new place with this click. In Leadwerks I have to use the little move arrows to bring it aaaall the way to it's new location. Or I have to drag it as a new model from the modellist and have to set up my model specific properties again. I like the one click solution very much because of it's speed.
  6. I'm loosing a lot of production time here spending time flying and zooming around my objects, searching for my pivot and the "move cross". It's SO annoying! I attached three pics to demonstrate the problem. If my pivot is beneth a object its culled by the model. Putting the pivot to another place would mess up my snap to terrain. The greyish shot demonstrates how it is handled in 3dmax and (all) other programs. Furthermore I can't select the move on X and Y thigie. So I have to zoom very close to my model to see this doomed pivot or rotate around my model. Improving this feature is more important then anything other in my opinion. In every editor I know the move,scale,rotate cross is drawn on top of the object. I needed around 15mins for a scene I could set up in 5. I really wonder why noone ever complained about it before. Are you guys just coding and throwing programmer-art into the editor? Finally a key-combo to bring a former placed model to another place after cloning with one click would be a big improvement too. This would enable me to keep my properties for a placed model. Otherwise I have to drag it from the list again, and set it up....
  7. This is a nice idea. Josh could do some plugins too and earn some extra cash. And we some features we need.
  8. Thanks, I know this tutorial. But this is what I meant by writing "without coding"
  9. I think my art looks better in LE because of the lighting engine. But crappy art assets will look still like **** in a top engine too.
  10. Is it possible to have a refraction material without any coding? Just a texture and a .mat file? I would like to do a simple and cheap water or glass surface. Rivers in Crysis work this way and look very good. I hope it's possible with LE too. Doing a waterplane is not a good option because reflections drop my frames to much and I cant control the bump values of the water.
  11. You can do fracture stuff with every 3d-app and save the animation. If you shoot at it you can play the animation and get a nice (but not realtime) result. I did it way back in Return to Castle Wolfenstein mapping times.
  12. Apple is also doing the iphone which is a good starting plattform for developers.
  13. Thanks. THis is good enought for me to mess around with it.
  14. Thanks for the script Aggor. Could you please go intop detail what this does: function object:Render() frame = (AppTime()/34.0) % (120-0) + 1 model:Animate( frame, 1,0, 1 ) I would like just to run frame 1-500. What should I enter?!
  15. CSG is important. Even if you use it for clipping stuff for collision or blocking out geometry for your modelling app. Which means a basic export function of your brushes will be needed too. All in all I think Josh shouldn't do Tesselation or such stuff to soon. He has limited resources and noone knows if tesselation is just a trend or a break-through.... If doing fundamental features I think this GI stuff or cross-plattform would be a good selling feature for him.
  16. With my non-solid issue solved I can add one more to the list. - Blending out a object after a certain viewdistance in the script. This is nice for small objects with a certain polycount and will drop the calls a bit I think.
  17. I get this if I start it the first time (Win7 x64)
  18. I fixed it with the .lua script and setting the physics to "prop". Thanks guys.
  19. I simply can walk through every object. I dont need real physics in most cases.
  20. My level becomes more complex and it's time for performance optimising. So far I use LoD models a lot and billboarding helps too. What about culling objects? It seems the terrain does not cull stuff behind my hills. and stuff behind a wall isn't culled too. Can I do simple planes (models) with a script or material which culls stuff? Can it be done without coding?
  21. I wonder for a while why all of my assets are non-solid. I know it's ok for vegetation but every other assets is too. There are auto-generated .phy files in my folders and I check the option to generate a collision file while exporting with Arbuz .gmf exporter. Do I have to do my own collision model or do I need a .lua script??
  22. A lot of other Apps save just every X minutes. Thats what autosave is about. You can do it yourself. But I forgot always to save my work hehe. In memory undo sounds like a good way. If a PC crashes other work is gone too. I never have only on program launched at a time.
  23. DOesnt work on win7 X64 too. WIll try the compatibility mode in Win7. Maybe it'llw work.
  24. Remember this is a common forum and not a paid support hotline.
  25. I'm running it in max2010 x64 and have no problems. But I would really prefer some kind of automatic LOD export. So if you have your model plus two LoD models the exporter should recognize them. Maybe with some naming conventions like _lod1; _lod2 at the end of the model. Would be a nice timesaver.
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