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catch22

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Everything posted by catch22

  1. First of all, what language? Did I say anything that was not, true, or was... foul? He is clueless. And he is acting like a fool, look at his post history and his attitude about LE. Read the FIRST response in this thread, because it's pretty much all this guy does is go thread to thread bashing LE for Lord knows why. My credentials are first and foremost are being a developer who sees a troll bemoaning leadwerks, which is a fine product. He does it in just about every thread he's contributed to. Have a look. I told him his attitude sucks in a thread yesterday or something. Since you're his apologist, maybe you should go there and dive to his rescue as well. I don't keep a resume handy because I'm not job shopping presently, but I'll give you a couple bullet points. I developed HeroEngine for 4 years. It runs SWOTR. Been to 3-4 game devs with gaming companies. At the last one I was asked by the manager of game masters for blizzard entertainment to work for him in person. No, I didn't take the job. Demoed engine tech to the creative director of Mythic Entertainment once. That was cool. This one time, I wrote a 2d mmo in python in a week. Back in my glory days. I didn't release it, sorry. I get paid to write code for a living... I design APIs and toolkits and such. I only say this because you asked. Yes, I'm qualified as both a human being, a programmer, a game developer, and a member of this community to call this clown on his constant berating attitude of the product I use. Mainly because it's unjustified, trollish, and yes, he's a fool and should remain silent about things he's clueless about. Sir.
  2. You'll have to be more specific with an example. Are you trying to expose your C++ to lua, or something? Without some specifics, what do you really needs beyond the entity scripts?
  3. By this logic blender is a better because hey you can make better looking screen shots, right? As for the "SDK" argument, you need to dig inside LE3 standard before you should offer too much opinion there. I cannot compare to LE2 since I've never used it, but I will assure you; LE3 is a full fledged API. It has so much of what anyone needs to make a fairly advanced game. One of the things I enjoy about Leadwerks is it is not a "game maker." I don't need a game maker, where you just drop your assets in and use whatever the game maker lets you do with it. It's a full fledged API, handling all the stuff no one really wants to deal with (resource management, culling, playing sounds, physics implementation, input, etc). It's worth twice what I paid for it for that alone. The level editor has a similar mentality; it's just a graphical representation of whatever you want... so you don't have to... write one. Listening to this "LE2 makes bigger scenes that look better" is like listening to my 4 year old trying to explain driving. Guess what? She doesn't know how to drive at all, or any of the details about it. Just that there's a car involved. In other words, you are clueless OP, as you've proven repeatedly. Perhaps it's time to be the silent fool?
  4. It's a pain to find even partially animated models to try things out on. The crawler is about all we got. I've scoured the internet looking for compatible pieces and it's not easy. Wrong format, broken, partially implemented, such poor quality it's barely worth using for test material. There's blender models out there, but if you aren't a blender expert just opening them and dealing with everyone's wonky interfaces to find your way around to just properly export the model (and cross your fingers they didn't make it so convuluted/non-typical that it'll even export properly...) I mean, it's just the difference between a programmer and an artist. I basically have to become a 3d modeler to do anything worth spending time programming for. Aaaand I'm not an artist. At all! 90% of my leadwerks time is spent in a 3d modeling program trying to get art assets I just don't have to fuss with. So yeah.
  5. Bad joke is the mentality it's the software's fault first and foremost when clearly this new user stacked so many lights, it's not a feasible design by any stretch of the imagination. It's not his fault, he's probably still learning. Not the engine's fault it's just physics. But your attitude sucks. Just sayin.
  6. So, I'm new. Hopefully everyone knows that. I've done virtually no scripting for LE yet. That said. It seems unlikely you couldn't adjust the size/shape of a cylinder by manipulating it's properties. But alas, newbie here. If that's truly the case why not try constructing a new cylinder when you crouch, and apply that to your model as the physics shape? Do the same for standing back up? http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/shape/shapecylinder-r519
  7. I just realized Josh says the name multiple times in the intro video on steam. Duur. Either case, the discussion turned to beer, so it's obviously a win.
  8. Okay. I didn't think to try re-importing / re-exporting between Blender. If anything, it shows not all FBX formats are equal -- Blender handles it fine as a FBX and exports it fine as an FBX. Leadwerks requires the in between with Blender, for some reason. You can say it's not a bug, but obviously Blender recognizes it and handles it fine, and whatever Blender re-exports it as works fine in LE. The Mixamo site must use an older FBX version (there's several), but it's not clear. In any event, thanks. Simple solution I should have tried first EDIT: Considering the popularity of Mixamo, their free rigging and models, it might be LE's interest to figure out the discrepancy. I can't be the only who has tried importing the FBX directly to LE...
  9. He has a bunch on opengameart.org as well. Not sure if there's exclusives there, but there's a lot of packs.
  10. nil is null, empty, void, unassigned. So without a script to look at, I'm not really sure. Did you write it, or is it a built in one? Anyway, perhaps self.target is undefined.
  11. Wow, I actually got it right the first time? I think the gear in the logo is what made me think about the metal.
  12. Okay, I'm famously known to mispronounce everything. I have a long list of comical mispronunciations, and I realized, I'm probably saying this one wrong too. But then there's lead, like the metal, and there's lead, as in, to lead. So I've been saying "led-works" but I think it's logically said "leed-werks"? To lead work? Why would it be Lead, like the metal? So which is it!?
  13. The problem is in Leadwerks, not blender. Did...you try importing it into Leadwerks 3.1?
  14. The Mixamo auto rigger seems to work pretty well. You can get 2 free auto rigs a week just by having an account with them. You can't accumulate them though (limited to 2). But still, for an indie project, I doubt you'd be rigging more than that (esp since you can just recycle the skeleton for similar meshes).
  15. Was this reproducible? Did the file work ?
  16. Huh, that's strange. Sounds like a bug with the swept collision, then? Granted you aren't doing something strange in your own scripts that would override collision (like setting position yourself, in some fashion, post collision response). Also, that your physics shapes are indeed accurate.
  17. Or put an invisible material on the head mesh, but you'd have to unwrap it properly. What's the fascination with the camera mounted to the head bone? For more realistic head movement, or something? Interesting idea, but would it look proper? You'd be limited in your perspective for weapons, which would probably make the projection look off and or not provide the typical "fps" experience of seeing a gun and some arms in front of you. But no one holds a gun up to their chin while walking around. For example, the way you hold a gun (realistically) would only appear on an FPS model with iron sights "mode" enabled. Our FOV looks different than a computer game Humans see roughly 180 degrees. Most games are between 70 and 110. Big difference, because you're projecting on a 2d surface -- it has to be lower than 180 or everything will look quite warped. Eh, just my 02. It might make the camera programming a little more simple, but I'm not positive the results would be desirable... let me know how it goes.
  18. what's the problem with making the ground deeper? If you're using a simple plane, without raycasts, everything will eventually fall through it. Probably despite extreme speed or not. You'd be scanning for an intersection of no depth, lol. A slower computer this will happen almost all the time on.
  19. Sorry it took me a minute, couldn't figure out how to post files or anything on the site. I made it public on my google drive, you should be able to download it here... I hope... https://drive.google.com/file/d/0B4w96eDYKGuKRG9SRjlFcElQNFU
  20. So, I've downloaded a couple Mixamo models, and I've noticed importing them into Leadwerks, the faces and fingers look really unusual. Wobbly is the best way to describe it. Maybe wavy? It's most noticable when you kind of walk around them and look at their fingers, for example, they look wavy. I got a custom made model and rigged it and animated and what not, and I noticed the same issue with the non-Mixamo model. This one was an export from Blender. I know I should get some screen shots, but has anyone else noticed this? I can't say on the Mixamo models, but for the custom model, she has a subsurf modifier. The mixamo one is easy to reproduce, you can go on their website and download it (Mia is the free female model name), or even on TurboSquid or other free model sites. Anyway her face looks like she got beaten with the ugly stick, and her fingers look broken. I thought it was a normal map issue, but I inspected the normals on my custom model and they were all correct, she has a similar distorted looking face and wavy fingers. Sooo, am I doing something wrong? Photos soon, if you need them.
  21. It would be nice to start a new project with a checkbox to not include the example files? Am I crazy to think that? Or am I just a newbie and not seeing the option?
  22. This happens with all physics libraries. I have limited exposure to most of them (especially in the past few years), but Box2d, if I recall, casts a ray along the trajectory to see if it will collide with a surface (despite depth) at any point along the path, and step a collision response if there is indeed a very small object in its path, regardless of speed. You could try to make your "floor" polygon deeper to alleviate it. For what it's worth, this just happened to me with a baseball bat I modeled and was throwing around last night, but I didn't address it since I was just playing around.
  23. I've made a bunch of 2d games using just openGL quads and ortho2d. It works great.
  24. I'll also point out dumping to console is exceedingly slow, it will always cause a frame rate loss, especially if you're calling it every cycle. Best to put it on a 500ms timer or some such or draw it on your context in game. I doubt that's the center of your problem but it certainly will have an effect.
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