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Pancakes

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Everything posted by Pancakes

  1. u runnin with administrative rights?
  2. Nakama - Japanese for comrade, friend, ally, gang, loved one etc. That is how I feel about the software that people use that allows them to do what is otherwise improbable or impossible. That's how I feel about Leadwerks Engine, Blender, 3dCoat,Renoise, ADN Material Editor, etc. They are not tools, but they are my nakama. With the latest addition of Genetica I feel like I have an ensemble of software for game dev now that is stronger than ever. For the longest time there was a gap as far as software is concerned (also in skill) in regards to how I could get texturing done. In the past I would use 3dCoat and Paint.NET together. They are really good. But I was looking for something that could give me precise features and control comparable to that of photoshop without actually being photoshop. I think the combination of 3dCoat, Genetica, Paint.NET and Gimp are more than what I was wanting. They are wonderful, and their learning curves are not to be underestimated either . For a while I had been confused about HOW to best go about game assets even in regards to just workflow itself. Before I had relied entirely on Blender. But over time things have changed and I've found more nakama. So here is my software team: 3dCoat ADN Material Editor Blender Genetica Gimp Leadwerks Engine Paint.NET Renoise Sculptris sfxr To be honest I'd honestly never felt comfortable with the Leadwerks workflow.The main thing that I despised was dealing with materials. But ADN Material Editor has changed everything in regards to how I can import assets into Leadwerks. Now the import process is a breeze. And as awesome as it is I am still looking foward to the node system of Middlewerks as well as the ability to arbitrarily name surfaces. At the end of the day, I think I'll end up using them both in slightly different capacities. Also, over the weekend, I finally had a feeling of being at ease with the Leadwerks pipeline and basic workflow, thanks in no small part to Aggror and Icare and my game dev software nakama. I can't overstate how cool ADN really is for me. It allows me to make materials, and get visual feedback right away. And then also with my rhudimentary scripting skills taught to me by Aggror, Rstralberg, Macklebee, and the others I could make my way through the editor. So this weekend, I finally felt like I wasn't just tinkering, but I felt like I was actually grounded in the Leadwerks process. And it was the first time that I felt that way I think. So, hurray. Also I'm still working on the modular tutorial. Below you can see a test scene where I was using a cube, an arch, and some stairs, to build a rough buliding. It is a test scene where I've been doing testing. I will begin on the real tutorial scene. I will probably need a bit of time to learn more about 3dCoat and Genetica. Anyways - I'm also loving the autotopology feature in 3dCoat and I tested it out on a sculptris mesh and did a bit of painting and thanks to ADN got it into Leadwerks in a very clean process. In other words, those are low poly character meshes that were autotopo'd in 3dCoat. Therefore the low poly mesh was created in about 60 seconds of me drawing splines. Anyways that's it. Hopefully some substance and gameplay by November for my demo.
  3. If Linux users are so smart, why haven't they made their own Leadwerks Engine yet Maybe they should strive to make a game engine that Windows users have to beg to get a port of. Pull yourselves up by your bootstrap! This is America /devil's advocate
  4. v 3 is going to have weather and sky and much better water. that alone is worth an upgrade as far as I'm concerned.
  5. auto convert file type to .dds mannnn you are the best!!!! You are making everything better about Leadwerks materials! I will send you a modest donation if you have paypal
  6. Pancakes

    Week 2

    I would still look into using blender in some way. You could have PTEX and sculpting and animation all done inside of your editor maybe... at least it's worth a serious look. I think you'd be able to change the interface into anything you wanted. You could design it so it's free. But of course the free software wouldn't work without being connected to the commercial Leadwerks SDK. Having access to blender functionality would mean that the groundwork for lots of features like baking light maps in the editor itself would be possible as well as one hell of a cinematic editor.
  7. Pancakes

    Week 2

    I'm a big fan of stage 3
  8. Well... won't the flowgraphs in 3.0 work for Android too? If so, it wouldn't increase support costs by much I wouldn't think.
  9. Download the ADN material editor. http://leadwerks.com/werkspace/index.php?/topic/2550-adn-materials-editor/ Makes things muuuuuuuuuch easier. With this material editor you can place the spec in the alpha channel of the normal map. OR You can just load a seperate texture for the specular map. Very convienant. You see in 3dCoat, there is an option to save teh specularity to the alpha channel of normal map so it's really simple for 3dCoat owners to do that. However, without 3dCoat, I would have to use plugins in programs like Paint.Net and do it manually. But with ADN material editor you can choose to do it either way you want.
  10. Yeah that's cool! Blender Game Engine has this built in too. Hopefully Leadwerks 3.0 can have some sort of Zbrush GoZ equivolent in it that's compatible with every program under the sun.
  11. are you going to put cars on the street and other such vehicles - looks great
  12. Pancakes

    Day 1

    it will cost you the blood of your first born calf
  13. Pancakes

    Codewerks

    if anybody is going to make a language that can rival C++ and the others it's going to be someone like Josh and Annika and Co
  14. Pancakes

    Day 1

    hm good timing I was just about to start paying someone else for flowgraphs, or maybe it was just bad timing on my part huh
  15. ah okay thanks, the problem was that sometimes the materials option doesn't show up under the appearence tab, even when it had shown up before for the same model. For instance I placed cube into the scene, then used the class script to assign a material, saved the scene, and it all worked. When I opened the same scene again, the material is still successfully applied but the materials is no longer showing up undedr the appearance tab. In fact it doesn't show up at all. Well that's half the problem the other half is that sometimes for some reason my .obj files were exporting without materials Well anyway it's pretty weird, but at least with ADN material editor by Icare it's a whole lot better than it would be otherwise at least for my situation. Maybe this was an old bug that has already been fixed. I am still using 2.31 because I prefer the SSDO and I still can't figure out how to move the SSDO to a newer version
  16. 1. Hello. I'm trying to make it so I can assign whatever material I want to a model inside of the editor. I was using the Paint command but I forgot, even though I'm looking at examples right now, how to make it so I can enter in a file name in the custom script menu and have it set the right key so the material will be assigned. 2. Anyway, will this hurt performance because let's say I have 2 of the same cube.gmf, but because one is using default material and another is using a different material will that hurt performance? thanks, this could solve all my material problems if I can do it this way
  17. check out the animation here. THere system is all IK based I think wouldn't it be great if Leadwerks editor was like this one =p
  18. no, it'll stay free, but no support or updates for the free version anyways, I think I'm wanting to transition from sculptris to some 3d-Coat + Blender partnership for sculpting. Voxel - quadrangulation(retopo) - sculpt in blender - paint in 3dCoat.
  19. Is that like a state machine? It's a flowgraph!
  20. i have camstudio, it's great for desktop but slow for realtime it seems at least for me
  21. I WAS JUST THINKING THAT I WAS GOING TO NEED THIS While planning my modular environment tutorial I just thought that being able to rename a bunch of objects altogether would be great, and just now you posted this. That was awesome. Thanks!
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