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Everything posted by SlipperyBrick
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I cannot wait for LE5, very excited for it
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Edge Split modifier and Auto Smooth are pretty much the same thing which makes this really confusing haha. There is two differences though between Auto Smooth and Edge Split and that is that the data from the Edge Split modifier is available for you which can help when you want to write things like custom export scripts to use for game engines (just like the Blender Exporter for Leadwerks). Auto Smooth is just a preview option within the viewport in Blender it doesn't actually split the vertex normals like the Edge Split modifier, Auto Smooth is useful when you want to use it for a quick render or preview in the viewport without actually committing the changes it makes to your mesh.
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@Core in Leadwerks when you calculate your normals you will want to specify an angle rather than calculating the normal angle by an average. I would recommend to try and put a high angle like 70 or 90 and see if that works for you. @mdgunn when you mark edges as sharp in Blender that adds a tag to that edge, its mainly for the edge split modifier. Marking edges as sharp lets the edge split modifier know which edges the modifier is applied to.
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Nice work @Core really liking those beveled edges @mdgunn yeah the shared textures works really well and helps lower your draw calls to the GPU. It also has the benefit of keeping your scene consistent too in terms of color palette. I'll see if I have time to put together a real example, I got some assignments to do over the Christmas holiday but it wouldn't hurt to screw around in Leadwerks for a break
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Awwwww shiiiteee I'm so excited for Leadwerks 5
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Medium polygon modelling gives you the best of both worlds. You can usually create very good quality models which are reasonable in poly count and fake rounded/bevelled edges in the normal map. This is the workflow they used when modelling for the game Alien: Isolation. Also Simplygon is a great way to decimate high poly meshes. It's used to create LOD's but doesn't hurt to decimate your mesh to get it even lower poly, it's also free and used in a ton of games like Resident Evil 7, Playerunknown Battlegrounds, etc. https://simplygon.com/#get Also look into other area's as well to get great performance like packing your textures, if you pack your textures together you can then make one material for them, that one material can texture multiple objects that's less draw calls to the GPU giving you a little better performance. Although this may take some planning the pay off is good. You can put some focus on other area's of your game with the performance boost you've made
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Website refresh and Leadwerks 5
SlipperyBrick commented on Josh's blog entry in Ultra Software Company Blog
Leadwerks 5 sounds great, really pleased to hear that you will still be able to buy Leadwerks on a non subscription basis. Looking forwards to the new lighting equation and rendering! -
Create your own FPS Character Controller in LUA - Part 2
SlipperyBrick commented on tipforeveryone's blog entry in tipforeveryone's Blog
I have recently come back to this blog to go through the code again to make a character controller and I seem to be getting an issue with the player camera. I have attached my script to a CSG box and when I move the camera rotates but doesn't follow the box, it's as if the camera's position is fixed but I can still rotate it. Not to sure where I have gone wrong as all I have done is copy and paste the code. -
The ability to scale/tile your materials on static geometry rather than extending your UV map's outside the 0 - 1 space.
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That's cool. I'll put this in as a suggestion instead then
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Ah right, thanks for the info macklebee! I thought there was a way to scale any material for any kind of surface, be it CSG or a static mesh, looks like you can't do this in Leadwerks. I'm sure I've managed to do it before lol, ah well back to the drawing board. For now I'll just have to extend my UV's outside the 0 - 1 space for tiling textures.
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I am running Windows 10. All the shaders are the default (diffuse+normal+specular) and I'm applying my material to static meshes rather than CSG. I can select faces on CSG in face mode and adjust the scale in the 'Objects' tab with no problem. When I select my material and view it in the material editor and adjust the mapping scale in there nothing changes at all, this is the same for CSG and static models. I have tried everything from making a new material and adjusting the mapping scale and then applying it to my meshes, I've tried looking at the API to see if there is a function for scaling a material too (can't find anything, plus that isn't really an ideal way to do it all in code)
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I've also tried this on static meshes too and still have the same problem
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I think Roland is right, this seems like a bug. I tried it with a completely different material and it doesn't work at all. Nothing changes
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Create your own FPS Character Controller in LUA - Part 2
SlipperyBrick commented on tipforeveryone's blog entry in tipforeveryone's Blog
Once again, great tutorial and explanation. Very clean code too. Nice work Tip! -
I am having some problems with scaling my material. Whenever I type in values for material scale nothing seems to happen. My material doesn't change at all. Is this is a bug of some kind?
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Create your own FPS Character Controller in LUA - Part 1
SlipperyBrick commented on tipforeveryone's blog entry in tipforeveryone's Blog
You are the man Tip! Awesome tutorial and explanation! -
Partial zoom with camera, How do you do this ?
SlipperyBrick replied to Marcousik's topic in Game Artwork
Awesome work Tip! Would love to see a headbobbing tutorial, as always keep up the great work man -
Realistic sniper rifle scope in LUA
SlipperyBrick commented on tipforeveryone's blog entry in tipforeveryone's Blog
Very cool stuff man! Would love to see more tutorials, your explanations are very straight forward -
Gun with ironsight in LUA
SlipperyBrick commented on tipforeveryone's blog entry in tipforeveryone's Blog
Yeah +1 for the tuts, very well thought out! -
Problem is fixed now after speaking with Roland who seems to be completely in love with the flowgraph editor haha! https://www.dropbox.com/s/4loqmity8mhfaa1/2016-09-23_21-21-54.mp4?dl=0 Later down the line I will see if I can add functionality to drag the door open rather than it opening with a button press. For now I am going to continue mapping and creating textures to get my level complete.
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I've gone through everything you have mentioned above and I am still having the same problem. The door is the only thing with a mass value and it's attached to the pivot (the pivot is the parent). It still falls through the floor though.
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I still can't seem to figure out how the Joint class works. I'm using the Hinge.lua script and I am inputting random numbers for the Vec 3 inputs and for the limit boxes as well. Stuff is happening but I just can't seem to figure out how it works Every time I go to the object that has the Hinge.lua script attached to it and press the E button, as soon as I move my camera the object goes beserk lol. It flies off so fast that it looks like it's just suddenly vanishing haha. Here is a quick video showing what I am expecting to happen (at the start of the video) Then I show you what actually happens when I run it. https://www.dropbox.com/s/l3qafy91px4o7ct/2016-09-23_00-09-49.mp4?dl=0
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I've set the Hinge.lua script to the pivot and the door is a child of the pivot. I've enabled limits as well and given the door a mass of 5. As soon as I run the game the door just falls through the floor lol.
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I do remember you saying this a while back when introducing the mapping standards post. This is awesome for CSG and clearly works really well when mapping with CSG, thats where Leadwerks really shines is it's mapping tools. The speed and ease of use you have with Leadwerks when making a map I've not seen it anywhere in any other engine. If you are modelling things though the measurements just seem a little strange. It would be easier to have a setup like 1 unit = 1cm but now knowing the reason behind the current measurements I think the original suggestion is redundant haha. The only reason I brought it up was because I seemed to struggle to get a good set of measurements for my level a couple of days ago. I just couldn't get my map to look right from the players perspective, either thing's felt/looked to small or they seemed to big. I've not really added other elements to my level, this was really just a simple map that had walls and a floor and ceiling so it was a bit to early to judge that kind of thing anyway. Thanks for the info Josh. It all makes perfect sense now