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Richard Simpson

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Everything posted by Richard Simpson

  1. That wood breaking is really nice. I cant help but laugh at R2D2 as he screams for his life though
  2. Perfect. I'm so glad you fixed this issue Thanks!
  3. Ah, good news! Would this affect the trial though if i was to re-install the newer version with the fix?
  4. It's a shame this isn't built right into the editor. If it was, and it worked like UDK does, where you build the lighting right inside the editor, I would have bought this with no hesitation. At the moment, with my problems with DAE files, it's just too much of a time waster going through all the different apps to get it to work
  5. Ah thanks a lot for the reply, I will email you the mesh over. It was a basic cube, but it was 170 feet wide by 1000 feet tall I'll mess around with texel size as I think this was set to 1. woops, just noticed my signature says windows vista still, I'm now running windows 7.
  6. I'm Giving the trial a go for this. I'm having some problems with my models though. I normally open my sketchup file in UU3D then export to GMF, so I have been doing this, but exporting to DAE instead. And whenever I start compiling the DAE files in prelight, it crashes and returns this error: Problem signature: Problem Event Name: CLR20r3 Problem Signature 01: prelight_trial.exe Problem Signature 02: 3.5.3854.15073 Problem Signature 03: 4c4710b2 Problem Signature 04: System.Xml Problem Signature 05: 2.0.0.0 Problem Signature 06: 4a275e0f Problem Signature 07: 437 Problem Signature 08: 2a Problem Signature 09: System.Xml.XmlException There is a workaround for this, but it involves me opening my sketchup file in UU3D, exporting to 3ds. Opening that 3ds file in blender, then exporting to DAE. I'm not happy doing it this way either as it uses up too much time. Using the ase plugin for UU3D allows the file to compile but returns an error in the app, which is as follows: "LMA_1.ase ERROR: Lightmap too large(larger than 4096x4096)" Any help would be much appreciated. Thanks.
  7. Oh man, this is too cool pixel! for the destructable objects... does your editor automatically break up the model like UDK does? Or would it have to be modelled in parts? Looking forward to seeing more of this.
  8. Wow. I really like that music. Nice and relaxing. The underwater scene on the menu looks great too! I'm with Pancakes on getting some dolphins in there!
  9. Hey ryao. I found this image on your site, and it appears to have an error in. Should that be "Base health"?
  10. Just been playing around in sculptris and ended up making this XD. I had no intention of making a "pig" like creature, but my random hill shape ended up looking like one, so continued working on the shape. I added a six pack too because this pig is badass
  11. Agreed. This looks really nice Pixel. Thanks for posting!
  12. The only way I could get it to work in blender 2.5 was by creating a sphere, then going into sculpt mode. In blender 2.49 I just had to enter sculpt mode, and it worked. Even on the square. This didn't work too well though so I had to enter edit mode and subdivide a few times.
  13. Cool . I hope I can get good at sculpting I've always struggled making organic meshes.
  14. Yeah that's true. Although I find sculpting in Blender harder for some reason.
  15. I'm not sure if this has been posted here before. But I just came across it while searching for sculpting apps. http://drpetter.se/project_sculpt.html It's only in the alpha stage at the moment, but I have had a play with it and its pretty fun . I'm no sculptor (yet!) but I found it pretty easy to get something basic done. I thought I would put my monster into leadwerks even though he is crazily high poly.
  16. That's a nice looking pack there Steve!
  17. Ah, yeah I get the same issues, i'm getting about 26fps. My graphics card is a Nvidia 9600 GT. Im far from a programmer xD. but I remember this while trying to learn. is the video using that appspeed command? the one you use when displaying FPS? And would that even help?
  18. Mmm i wanna do this too, its a shame to see no-one has replied with a solution
  19. Yeah, sorry. That's what I meant. Here's an image to show what I mean It looks bad in unity, but this is what I would like. Then we could have a noise style brush, to carve rough mountains with.
  20. I would really like to see a bunch of Terrain Brushes for sculpting, Like Unity has. I find it quite hard to create a terrain thats natural looking in leadwerks. But can do it fairly easy in Unity. Im not sure if this has already been requested.. But i think it would be a good thing to add
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