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SarperSoher

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Everything posted by SarperSoher

  1. I think selection changes should be undoable. It's incredibly annoying to click on an empty space by mistake and lose a selection of 7-8 bsp brushes just to select them all again one by one by ctrl + click.
  2. I would take a look at the Rigify plugin that comes with Blender.
  3. You can use the ones found in some other 3D engines you mentioned, that's an option
  4. And most importantly new version notifications.
  5. IMO Leadwerks Updater should also have: - Patch size in MBs - Current / average download speed - ETA to finish updating - A textbox showing the version history
  6. Wait, is there wacom pressure support in the terrain sculpting?
  7. Is it possible to expose my own functions, properties and classes to Leadwerks Lua?
  8. A new little tool to render only vertex colors and paint vertex colors. Incredibly useful for shaders utilizing vertex colors. If we have this, we can customize any surface with a suitable shader in place without generating extra drawcalls. For example a shader may use 4 vertex color channels to mask/blend 4 different textures, imagine painting moss on a brick wall, water/blood on any surface, mixing sand with stones etc.
  9. Josh, is there any form of draw call batching in the engine's current version? Also is there a way to get the number of draw calls for the current frame?
  10. I've pre-ordered the 3.1 version and didn't receive any emails. My client area still says this "Thank you for your order. Please follow the Leadwerks Company Blog for the release of Leadwerks 3.1.". Edit: It seems I had to "Upgrade" my 3.0 purchase with my purchased 3.1 pre-order as if it wasn't upgraded when I purchased it... *sigh* they will send me a new key in 1 business day, meaning Monday I guess.
  11. Well he says it will be offered as a DLC, I guess your question is answered.
  12. xNormal for meshes http://www.xnormal.net/1.aspx dDo and nDo for textures http://dev.quixel.se/ (The legacy versions are completely free)
  13. My guess would be Bloom with a threshold parameter. Anything below a certain value does not glow, thus you get the strong glow on the white surfaces, less glow as the surfaces get darker etc.
  14. http://www.blender.org/support/tutorials/
  15. Why not add a .blend importer to the engine instead? If blend files were converted to mdls by the editor automatically it would save the blender artists a ton of headache.
  16. I have been asking for it forever. There is patch notes on the Steam though.
  17. I use github, private repos are cheap and public repos are free. Both have a 100mb per file and 1gb per repo limit though.
  18. Also labeling would be great, we can assign multiple labels to an object. Think of some labels like "Explosive, Projectile, Dynamic" etc. And we can filter objects based on these labels in the scene tab.
  19. Better yet, make things droppable between items to put them into the same level of hierarchy.
  20. There is no way to increase the shadowmap resolution through the API right now. And the level set in the editor does not reflect in the runtime version.
  21. I think until an easier approach is implemented you can use the "Appearance" tab in the properties area for a given model to assign materials. I agree with the second suggestion.
  22. Until something similar is integrated into the editor you can create pivots for that functionality. Also you should make sure they are positioned at world's zero so the local coordinates don't get messed up if you ever need to use them.
  23. How do you move the character? Are you using SetPhysicsPosition too or just Move? As far as I know, you have to set the physics position to the player's position too otherwise it's not updated and stays at the start position. Also I guess you would have to move your character in UpdatePhysics function.
  24. Unreal Engine has content culling. It does not load the unused assets in the packages in the editor by default and does not include them in a build afaik. Don't know about the Source, maybe it's a limitation about the mods. My point is, someone said it's impossible for the engine to know which assets are used and which are not, so I've proven that it's possible. And what is your point?
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