Einlander
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When loading a prefab that was save with the texture lock on, and loading the prefab with texture lock on, the first move of the object will shift the texture. Steps to reproduce: Turn texture lock on. Texture object Save as prefab Delete object from scene Load prefab Move Prefab Video:
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Child objects with scripts have misplaced physics
Einlander replied to Einlander's topic in Leadwerks Engine Bug Reports
Any chance this will get fixed soon? I'm now making doors and being able to walk through csg's gets frustrating. -
I was wondering, is it possible to create an animated mesh with collisions for Leadwerks? Or do i need to make a post in suggestions? I want to create an automotive hydraulic lift and use the built in method of using a convex object in the mesh named collision to provide the collision properties. The Idea was to animate the collision alongside the mesh to provide physical environmental interaction. Failing this i would settle for a static collision with just the mesh (see the forklift_finale.mdl in the Left 4 Dead 2 hammer editor model browser. Turn on Collision Model, switch to the sequence tab, select lowerawning.) I am finding that at least in shade 3d, all objects that are skinned get a new surface and the collisions no longer work. Can someone good at blender try this out? Illustrated: 3d modeling and animation software Shade 3d, Ver 14 Standard. FBX2013 Version without animations but with collision Version with animations and collision: The Obj version of the unanimated model for those that want to try animating it. car_repair_lift_01.zip
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Leadwerks 3.x doesn't export mdl for for the scene. Just imported models, which one would assume you would have the original model for.
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Here is a roundabout method: Create scene in editor. EXPORT vmf Install and setup sledge http://sledge-editor.com/ Load vmf Export as obj Sledge will rotate a imported mesh by 90 degrees, I think it's z=up Load obj into your favorite editor Export as fbx.
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What 3d Modeling tools do you use? What do you recommend?
Einlander replied to Einlander's topic in Game Artwork
I've seen some awesome things created in blender. But alas, Blender is not for me. I've been trying to use it since 1997 (I'm starting to feel old,Just discovered Linux and Debian at age 12) since before the interface change. To much stuff needs to be memorized before you start using the program, very noob hostile with hard to discover features. Counter intuitive UI options, (click for menu, right click to select) etc... Regardless of my dislike for Blender it is the first piece of software i will recommend to anyone. Then if they don't like it I go down the list. -
Does Leadwerks 3.2 have the ability to "slide" between two meshes.
Einlander replied to Pastaspace's topic in Game Artwork
You can get the vertices' data for a mesh using the surface command. From there you can modify the mesh data to look like whatever you want. Hypothetically you can take one mesh like Guppy said, with the same vertices', modify it until you arrive at the new mesh, then swap the models so you can use different animations. -
I don't have the issue with l4d2. It might happen with another game that i own. Is this happening to everyone that uses Lw?
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Can we get an actual subforum for game-art requests or general bounties? There should be some rules in how to request models. If it's a paid request there should be a sticky about best practices (escrow use, perfered payment methods, etc)
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If you read some of the fpsc readme's and license's for some of the model packs and some of the licenses for tools like treemagic it states that you can not convert them from their original format to another. Other tools such as Character Shop state that you can use them in any game, but you can't use the animations on a model that you intend to distribute. Of course its up.to you to find the licenses and interpret them yourself, and decide whether you are going to follow it. Source:I own almost every single TGC product. If you read some of the fpsc readme's and license's for some of the model packs and some of the licenses for tools like treemagic it states that you can not convert them from their original format to another. Other tools such as Character Shop state that you can use them in any game, but you can't use the animations on a model that you intend to distribute. Of course its up.to you to find the licenses and interpret them yourself, and decide whether you are going to follow it. Source:I own almost every single TGC product p.s. The program fragmotion has the ability to convert dbo/x/b3d files to .x and.vice versa. It's has a batch convert option in the menu. The result may not be exactly what you want, but it's damn close.
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Now that we have the cm measurement in the editor, can we have an option to have the editor scale by 10 as the metric scale instead of powers of 2? It gets frustrating trying to make a 100x100cm box and it never aligns to the grid.
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Sounds like me and you are making similar games, except mine is in first person . How are you gong about implementing the networking? Are you using pure sockets, raknet or another 3rd party solution?
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I can help out make simple household props, texturing might be suspect though .
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I think if you download the weapon pack there is a readme that tells you about the pack. Also if you go to thier I'm editor store the user names are listed for categories. Only issue us are they still around. Fpsc classic not reloaded.
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No thank you. As an ATI gfx user I would prefer if people stay away from NVIDIA solutions. PhysX is an abomination on AMD systems. Have an AMD gfx card? No hardware accelerated PhysX for you. Have an NVIDIA card and an AMD card? No Hw a cell for you. Got an AMD system with an ATI gfx card and 8 cores? Let me run PhysX on one core. And they don't allow sharing of NVIDIA code from their code archive to people not in their program. No thanks, I'll stick with Newton, Ode, and Bullet physics.
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in your game directory delete the steamid.txt file too. At least in the lua version it stops steam from starting.
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There are a series of problems when loading an FBX with embedded textures. Textures are extracted to a new directory, but the directory is never view-able in the editor If you manually try to find the texture using the material editor it will show in the file picker. 1.5: If you drag a folder with an naming scheme of *.* (hello.world) into the folder from explorer it will not see it If you create the folder in Leadworks using the built in folder maker it will load the folder. (did not test if it will load on an editor restart) [*]You don't see the model in the model editor. If you put the model in the scene window, it will not appear, even if you click goto.. or frame selected. The model has a black icon. If you load the texture, the icon loads, but not on the model [*]The material does not load any of the textures on load, probably because it doesn't see the folder The Editor Log: Failed to load thumbnail 6 for C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Failed to read file C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl Deleting model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Error: Failed to load model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl". Failed to load thumbnail 6 for C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat"... Error: Failed to load material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat". Failed to load thumbnail 6 for C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat"... Error: Failed to load material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat". Converting "models/props/health/health pack.fbx"... Input: C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbx Output: C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl FBX: Initializing scene... FBX: File version: 7.3.0 FBX: Importing scene... FBX: found null: health pack.fbx FBX: found mesh: Health Pack FBX: found animation: health pack_anim_intervals, fps: 30.000, start: 0.0000, end: 1.0000, length: 1.0000 MDL: total vertices: 234, total faces: 464 MDL: exporting as static mesh MDL: writing C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/\health pack_PtexPlane0.mat Conversion: success Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex" Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex" Deleting model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Deleting material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat" File does not exist: C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_color.tex Converting "models/props/health/health pack.fbm/health pack_ptexplane0_color.png"... Successfully converted "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_color.png". File does not exist: C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_nmap.tex Converting "models/props/health/health pack.fbm/health pack_ptexplane0_nmap.png"... Successfully converted "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_nmap.png". File does not exist: C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_specular.tex Converting "models/props/health/health pack.fbm/health pack_ptexplane0_specular.png"... Successfully converted "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_specular.png". File does not exist: C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_disp.tex Converting "models/props/health/health pack.fbm/health pack_ptexplane0_disp.png"... Successfully converted "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_disp.png". Failed to load thumbnail 6 for C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex" Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex" Deleting model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Deleting material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat" Saving thumbnail C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl Failed to load thumbnail 6 for C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Model/diffuse.shader"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex" Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex" Saving thumbnail C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat Deleting material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat" Deleting shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Model/diffuse.shader" Failed to load thumbnail 6 for C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex" Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex" Deleting model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Deleting material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat" Saving thumbnail C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl Image: File: health pack.fbx
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What 3d Modeling tools do you use? What do you recommend?
Einlander replied to Einlander's topic in Game Artwork
I use it for exactly what i stated it for because I don't need to model in it. I am proficient enough at modeling that I do not have to use voxel and surface sculpting and retopology. It is a very good surface painter and I do use the diff/norm/spec channels, I just felt no need to seperate them into the individual components. I use Photoshop or Bitmap2Material for tileable texture making because, quite frankly not all textures are tileable. I also got it before Substance Painter/Designer was available on Steam. -
What 3d Modeling tools do you use? What do you recommend?
Einlander replied to Einlander's topic in Game Artwork
Can someone move this to Game Art or Off topic? I have no idea how this got here -
I'm an ok 3d modeler but I decided I needed to move on from my favorite program Anim8or because since it has no fbx export, I needed to add another program to my workflow. What 3d modeling programs do you or have you used and what do you recommend? Other than Blender. I use and recommend Anim8or (free) for general modeling. It is VERY simple and capble. I like it because it makes it so simple to make a single polygon, then build form there. I'm not a fan of start from a shape and build out. I also have: Fragmotion ($50usd, trial) because it has everything a game molder needs.(Modeling, multi-exports, animation and rigging) NOTICE: It collapses all meshes into a single mesh for fbx export. Does Batch model conversions supports dbo, b3d, .x conversions for those of us who started with blitz3d or darkbasic Don't want to pay for the full version? brush up on your "Lords Prayer". [*]Shade 3d Standard, (free for unity, $49usd Basic, $249usd Standard, $499usd Pro, softimage to shade 3d pr0 upgrade $199usd, timed trial) Windows, OSX I am learning this one so i can replace Anim8or. It is simple enough, has unity exports and I have some settings for Leadwerks. Comparable to Blender, the user interface is more exposed. Lots of Export Options Renderer [*]3dCoat ($99usd, Pro $379usd, Demo) You can sculpt your objects as if they were clay. for texturing and export. Renderer [*]Deled 3d Editor (free, open source) Level editing, light baking [*]Sledge (free, open source) Can open Leadwerks vmf Exports and can save them as objs Hammer alternative, exports objs, quake maps and vmf files [*]Clara.io (Web Based, Free) Full featured 3d modeler in your browser Modeling, animation, Materials INSANE amount of import options and standard (collada, obj, stl,fbx) MULTI-USER SIMULTANEOUS COLLABORATION You can have your group/team working on the same scene/model simultaniusly [*]Renderer [*]Blender (free, open source) Does it need an explanation? New features being added all the time Plugins Sculpting Mesh painting Multiplatform Renderer It does have a learning curve. If you have time you can overcome it. [*]Silo 2 ($79.99usd, multiplatform) Multiplatform Uv Mapping Lots of mesh editing tools Retopology Import Export: .sia, .sib, .obj, .3ds, .dxf, and .fac [*]RaySupreme 3D ($39.99usd, Multiplatform) Multiplatform Low cost Can create a model by Text ("A living room. It is 1928 AD" will create a living room circa 1928 provided there are models that are properly tagged) Node editing of objects and materials Renderer What else do you use, recommend or don't recommend? Edit: Somehow I missed RaySupreme and Silo 2 even though I own them. Added Multiplatorm, also added more points to some of the editors
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Leadworks loading fbx model wrong
Einlander replied to Einlander's topic in Leadwerks Engine Bug Reports
Hmm, you're right. I've checked shade3d and found that I can reset the transforms. I would have never figured that out. Thank you. Still learning shade 3d -
I made a model in shade 3d ver14. When I load the model in leadwerks one of the models is mirrored in the wrong direction. I loaded it in blender, and fragmotion both loaded properly. Look for the small boxes, they should both be on the outside of the model. model: ac_unit_wallmount_01.fbx
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Steam doesn't take returns.... You might try your luck.
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You can still buy 3d world studio. It's an interesting piece of software.