Andy Gilbert
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Hi, i am using my leadwerks 2 key as instruction to download the LE3 but it just keeps saying failed to isntall, incorrect key? Ive checked and double checked and it seems correct. Andy
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What are you going to make with LE3?
Andy Gilbert replied to AggrorJorn's topic in General Discussion
Yea I guess it's easy for me and people to say this is right and that is right. Personally I think for limits a lot the lines of lines of code or object count it needs to be free. I don't anyone would pay for an engine with big limits like that. Personally I think there is a huge indie market out there that majority of them know they won't make profit yet still happy to pay the right amount for the engine to play with. I would prefer limits on the licience, an indie licience and a commercial licences. Andy -
What are you going to make with LE3?
Andy Gilbert replied to AggrorJorn's topic in General Discussion
Hmmm I'm still unsure and I guess it's out of our hands. But at the moment I could pay $499 and get the base, lua and flow graph? Your pricing works out more for the equivilent? Obviously this is taking the discount into account. Andy -
What are you going to make with LE3?
Andy Gilbert replied to AggrorJorn's topic in General Discussion
I agree Rick, but i still think there needs to be a close look to the Base in comparison to LE2. Surely an "upgrade" generally has the same and better features? Taking away lua scripting is a step back from le2. I guess, and this might be down to the fact that there isnt actually much marketing/literature on LE3 (full feature list ETC) but what is the comparison between LE2 and LE3 Base? There both aimed at the same platform (besides Mac), yet apart from "better support" and "more stable" (which im not dismissing as there important) it seems to lack alot of LE2 features, so why upgrade? I like the idea of $300 for base but it needs to actually be an upgrade over LE2. Andy -
What are you going to make with LE3?
Andy Gilbert replied to AggrorJorn's topic in General Discussion
Not really.... Why not have a windows version that is a lower price with then the bolt on packages of mac, ios, android and any future ones? LE2 was essentially that and look at its inital response and on going support. Like ive mentioned before, there is a big market out there for mobiles and it seems that engines can price for that, but for people who arnt interested and want to stick with windows development its a shame we have to pay for the price to. I know you have already done this with the availability of ios and android as extra addons, but i guess the price for the base version that still lacks alot of features that are expected of a windows only 3D engine? Another way to look at it i guess is im not interested in mobile dev atm, so im interested in putting the full potential of todays graphics cards to there use on desktops.... does the base model at $999 (or $499 for a short while) do such that in comparison to LE2? Andy -
What are you going to make with LE3?
Andy Gilbert replied to AggrorJorn's topic in General Discussion
This what I don't understand though. For £329 your only getting the base windows version that lacks the powerful features le2? Generally if your developing for windows you want all the nice powerful features that today's cards can handle but le3 doesn't seem to offer them but le2 does. It seems to me to benefit from le3 the most you need to be developing for mobile, which is an extra cost. But I think this is the wrong thread for this. -
From what I understand initial LE3 won't have any terrain editor or built in tools for terrain editing? :/ Andy
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Does LW have an Illumination map?
Andy Gilbert replied to Andy Gilbert's topic in General Discussion
Just to update. This was spot on and the glow shader was just the thing I was after. Andy -
Does LW have an Illumination map?
Andy Gilbert replied to Andy Gilbert's topic in General Discussion
Hi, does the underground scene still come packed with LW as i dont seem to have it with my version, and its uptodate? Ignore me, its not a map but a model. Andy -
Does LW have an Illumination map?
Andy Gilbert replied to Andy Gilbert's topic in General Discussion
Hi, using lights is the current way I've tried but it really doesn't give the correct effect. For instance using it for a computer screen you end up with a round light and dark corners, if you have it close. Move it further away and it just illuminates everything which doesn't look right at all. I'm not aware of SH? I'm not current using zones or anything. This is a simple scene with some tv screens in there and I just want then to look as though there on and backlit. Whilst trying to do this I noticed when my son was playing king fu panda on the Xbox that it was a dark scene with the Chinese round orange lantern style things everywhere and they were all lit up like laterns. They were scattered everywhere and where solid textures so clearly wasn't being lit from within and I'm sure each one didn't have a light near each one as there were lit all around it and not giving off any illumination, just lit up. So I assume there is some other method used? Thanks Andy -
Hi, I'm just wondering how in leadwerks I can get objects or surfaces to appear as though there backlit such as computer screens, televisions, windows etc? From what I remember in the past generally you would use an illumination map? Is this so with leadwerks? Thanks Andy
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Hi Scarlet , when i say "fine" im referring to just me editing levels and testing code sat on the sofa in my living room, as apposed to upstairs out the way in the little computer room. WChris, not sure im at work at the moment but will check when i get back. Andy
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Its not the model josh, i can try any model that requires the "skin" shader, it dissapears? remove the skin shader and it appears again, but can i manipulate bones and there attached verts without the skin shader? Andy
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Hi, im trying to load a mesh that has 2 bones with attached verts to them so i can find them and rotate them in LE. Is the only way to do this by using the "skin" shader? I ask because when i do using my laptop with built in ATI graphics, the mesh dissapears without any error, i can only imagine this is due to the skinning being done on the GPU? Trouble is i use my laptop for most of my work and FPS wise LE runs fine at 30fps, just this skinning issue thats giving me headache. Or is there another way to "find" a set of verts within a mesh and rotate them? I dont want to have them as seperate models as this seem inificenct and as there might be alot of similer models it would be difficult to organise them all. Thanks Andy
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Sounds really good. And also very interesting to read about the undercard being left behind. I think my last post before this one in the programming section is referring to the exact same issue when trying to use the vehicle class as a undercart chassis, but the wheels get left behind until slowed down and they catch back up again. But yes a problem that ill cross when I need to. Andy
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Thanks Red. Flex, also wanted to add that I try to follow your Combat Helo sim, looks real good, is it intenting to become a commercial project? Andy
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Hi pixel. That's exactly what it is and this might turn into a small rant but your post made me realise something. In the video I was obviously showing the physics and I have always gone with the intentions that once the physics is near I will concentrate on scenery etc. but after watching the video back I realise that despite the scene quicky made up of just a flat terrain, single large format texture of fields and a single later of grass with a normal map it actually looks good enough for a sim. Which relates to a post I read on here a while ago that sometimes we try to much to make something look good when it isn't needed. So yes the scenery is a single flat terrain, a large texture as the base no normal map and a grass texture with normal map blended in. If you look at my other videos on YouTube I have built arieal photography uav that I use to capture arieal textures. Flex, thanks for the comments. It does use the physics hook for the physics. This was a recent addition due to sometimes developing on my laptop then sometimes on my main computer and inheriting the obvious issues. So yes it now uses the fixed physics update. I calculate all forces up the calculate the torque based on the indivual forces appiled to each airfoils position. Currently it doesn't use true wheels (code is there but commented out) this is due to some issues I'm having that I'm still thing to figure out. Thanks Andy
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Hi, a few may have seen my previous still-work-in-progress paragliding simulator, well i decided to set out and try and impliment some true flight physics into leadwerks using NGD and this video shows where im currently at with it. So, all written in lua (prototyping), full true flight dynamics based on real data, this particular video is of a Cessna 172, it uses true airfoil data and true lift and drag coefficient tables of the NACA 2412 airfoil. Although i intent to split it up further, this model uses 8 sets of airfoil geometry (including undercarridge & fueslarge as they also cause drag) but everything is set in lua tables so it would be easy to grab some real data for anther aircraft, input the values and it should come out ok, i have done this for a glider and it worked great to my surprise. This is only a short (rushed) video due to filesize and time, but shows it working. Somtimes the "movement" looks a little jerky, this is mainly down using a keyboard to fly, so the control movement isnt smooth but instead a sharp input of full controll surface movement (full elevator and ailerons effect). Also developed a wind object that can be configured the plane takes into effect. Thanks Andy
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Hacky code? Sounds good... So does that mean whatim trying to do not possible with le? It sounds rather trivial, just want a body with working wheels that I can apply forces to like other bodies, except this has wheels on it? Andy
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But what is wrong about doing it the way i specified above, it seems to do exactly what i need until the body starts to move fast? At which point the wheels seem to get left behind, when i slow down the return to thier positions. Andy
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Which is what i am doing, i am loading the model, creating a vehicle from the model, then apply physics to the actualy model body, not the vehicle, this seems to work. But when i apply physics tothe body, the wheels slowly get left behind, then when i slow down they catch up again? Thanks Andy
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Ok, so i have got it working, but for som reason the more "force" i add to the body to get it rolling the wheels start to "move" back, they slowly change position the fast i go? Why is this? Thanks Andy
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Hi, are you sure? If i load a model and create a vehicle from it, when i try to do any physics commands directly onto the vehicle it just results in errors? Andy
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If i use a vehicle, can i still apply all other physics to the body like i could with a normal body? Thanks andy
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Ok, so i have impliemnted this, and unfortunalt i get strange results which im not surprised about. So.. the results i get is very "hard" "bouncy" rolling, even on a flat terrain, the body jumps all over the place. So, what do i need in order to add wheels that dont jump all over the place? The wheels dont need drive, just roll smoothly along terrain. Thanks Andy