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Andy Gilbert

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Everything posted by Andy Gilbert

  1. Im putting this in here as this to me is a "over looked" bug rather than a missing feature. Texture locking is something that been requested from day one. But the fact this this doesnt even work with prefabs is just pointless? You spend the time making a some CSG, setting it all out, texture positioning ETC and you then create a prefab, you drag your prefab in and the textures are all over the place and it looks nothing like its original as there not locked? Its just pointless in my opinion, and makes prefabing worthless? How can something be instanced, but look nothing alike? ...bug Andy
  2. Seeing as i cant get KeyHit to work, im trying to use the jump function in SetInput and what im finding is, simply having KeyDown setting the jump value makes my character act like he has a jetpack on his back, just keeps going up. So how do i detect when the key has been released in order to reset the jump? I want to make it so you have to press to jump, not continue jumping with it down. Ive tryed raycasting downwards, but not had much luck? Plus this the character will continue jumping when the pick is detected, so if i hold my key down he just keeps bobbing up and down like hes in invisible water? Whats the solution? Im sure im just not getting it.... Ta, Andy
  3. Just wondering when another 'bug fix' update is planning to be released? Thanks Andy
  4. Just another quick update of a bit more progress. as a small change i started a few shops that will sit in the market place. Ive also added a details that ive modelled today (lamps, street lamps stallite dish etc). I also wanted to try and get an idea of how the movement will be and the view so i can realy see which parts of the level need detail ETC so i implimeted the character controller and did a quick video as below. Thanks Andy
  5. Im waiting for this also, been requested but been told it will have to wait. Andy
  6. Nothing urgent but, i recently wanted to add a terrain just for some background mountains, but found 256 still to be big for my small level, so a small terrain would be better. I know usnig a 256 is probably fine, but it just meant there was a lot fo wasted flat land. Thanks Andy
  7. @yougroove. Just wanted to say Im not new to moddelling i use 3dsmax and zbrush when developing models aswel as many other workflow tools including blender (your favorite tool). This was purely a leadwerks csg exsercise to see what I could achieve using csg in leadwerks currently. @shad. Ill have to try that, if it works as you say then It would great. Will open some good opportunities. Andy
  8. Thanks for the advise josh, will play more with smoothing groups next. The buildings arnt currently enterable as such. What will happen is you when you entered it loads a level that is the inside of that building. Andy
  9. I started this game about 1 month after leadwekrs 3 was released, we didnt have projected shadows when i was doing this as i was shouting for them! Anyway, im no longer working on this and wont continue to, but just thought i would show some screen shots of the level in its early days, name was "Clean Up Crew" and was a going for a "left 4 dead" style game play... Never made it! I cant actually remember its last status, i just found these screenshots i did in a backup of my projects folder. As far as i know, bar only a few I think most models where made by myself, so i could upload them to the asset store. Obviosuly the buildings ETC were CSG. Andy
  10. Ive done a bit more work on my litle town and so thought i would open a thread to show it. The game if i keep up the motivation will hopefully be a "high camera" 3rd person, so sort of top down but 3rd person (there might be an actual term for this view), infact its not far off the camera view in the image. So anyway my blog for my first CSG attempts is here: http://www.leadwerks.com/werkspace/blog/111/entry-1139-csg-editing-in-leadwerks-3/ The idea of this is market town style with these buildings going around the whole town (working as level bounderies) and some you can enter and "do things". Still CSG only all in editor. Thanks Andy
  11. Thanks for all the nice comments. Rick, a while ago this was my full intentions until I learned that saving them as prefabs turns them into models so when you import them you won't get any of the nice self shadowing from the lightmap. it's a real shame as there is big sharing opportunity that's just waiting to boom but can't do.... Andy
  12. I dont think its "in", ive scanned over the editor and cant find any terrain generation features, but certainly would be nice. Andy
  13. So.. Recently i had a small moan to myself and on the forum, requesting (for the second time i think) for more CSG features. Boolean operations would be amazing but even simple features such as Vertex editing and extraction would be Good and make workflow much easier. And also Texture Locking!! Anyway, I asked because i have this idea for a game in mind and i know in my head how i would like it to look and I know with the current CSG features it would be long winded and limited. The options is make them as models outside and import them , but you lose the amazing lightmapping you get with CSG segments or option 2 is do most of the geometry using CSG and get the nice lighting and shadows but have limited shapes and geometry. So.. I decided to give the CSG a real test today and see what can be done. Now these are no AAA screens, but In the end i was surprised at the outcome, mainly because this is the look im Actually after. I wish i could say i was also surprised at how easy it was, but unfortunatly i cant. There were some very frustrating times which nearly made me want to give up, no locking of texting was a biggie, having to make shapes by hacking other together,not good. But I am happy with the outcome. I just wish we had more brushes, simple ones like half a cylinder and half a sphere. Just to make thinks a little easier. Anyway this an old chruch style building in CSG all in the editor. The first is nothing but CSG and the second is the same with a little bit of vegetation detail to see how it might look. With some small detail models to add finishing touches i think the outcome will be good. Thanks Andy
  14. Thanks Rick, YouGroove its as I and Rick explained.. Andy
  15. Changing ambient light makes no difference at all when calculating lighting. Andy
  16. [solved] Im either having a real slow start to the morning (uk ) or just being plain stupid, but i cant work out how this was done, despite josh explaining: (the stairwell at the top of this page) http://www.leadwerks.com/werkspace/topic/6664-make-room-button/page__hl__csg__st__20 Can someone kindly remind me? Its the thats confusing me... [solved] I see now, the tube splits into segments, which you can edit. Got it eventually. Ta, Andy Thanks Andy
  17. beo, i do this too, but you cannot use prjected shadows for all imported models, this will severly decrease performance. Projected shadows are to be used wisely and only where needed. Ill repeat, the light mapping in leadwerks 3 is really nice, and with a few more deformation tools like in 3d world studio, alot of geom can be made in the editor using CSG and benefit from the nice lighting and shadows. Andy
  18. Hi Chris, with models we already use the dynamic texture, but this doesnt recieve or cast shadows, like CSG does. So they somtimes and somewhat look out of place. CSG lighting and shadows always looks really nice, but its just so limited. Andy
  19. I seem to always run into this issue and so I thought i would ask. The issue is, due to the editors Fixed CSG brushes and very limted CGS shaping (scale, rotate & skew) we are left with either, simple shapes that get nice lighting and light mapping, or external models that dont get the same lighting? one of the best features of 3D world studio was the "point" editing of CSG? I dont understand why this wasnt implimented into leadwerks 3 editor, will we ever get that? Andy
  20. Really... Prefabs become models? How strange, so there is no wayto make some nice CSG then repeat it or save it out as a group? If so thats a real dissapointment, not only for the work flow factor, but not being able to share CSG prefabs amongst users and in the asset store is a real shame? Andy
  21. If i make some CSG models geom, then save them as a prefaba nd load them back in, they are not lit correctly? Its as if they dont take lighting into effect at all? I have restarted editor but still not lighting on prefabs? Andy
  22. I like that shad, simples. But also like the idea of OP suggestion. Andy
  23. Hi can I set the background color of my project? Its black and ide like it grey, i have tried adding: local color = self.context:GetColor() color.r = 0.6 color.g = 0.6 color.b = 0.6 self.context:SetColor(color) self.context:Clear() In app script will no luck, so tried in other areas, before render, after render, but update world, in the loop at the start but no luck? Thanks Andy
  24. 1. Project loading time is 5 - 6 minutes, debug struggles to run. (used to be instant before terrain update) Ok so this is solved if i remove a particular model, YET in the leadwerks 3 before terrain, this model loads in a scene instantly? 2.Cant create new projects, when the project is created and i press ok to load it, it creashes with Exception_Acess_Violation. 3.Canot open darkness awaits from, same issue as above: Exception_Acess_Violation Andy
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