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Blog Comments posted by nick.ace
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I was curious as to how the water would work with post-processing.
If you don't mind sharing the details:
Is it a post-process effect as well? How does it play out with possible future effects?
On another note: I'm glad you think my crow is worth $.99 cents, can't really say I think it's worth that much though lol. Just my $.02 tho . I'm just kidding! But it does look like a very promising, and it might even reach out to other artists from other stores as well.
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Thanks YouGroove and xtom!
@YouGroove
Yep, some of that will have to wait for the vegetation system, but I'm trying to add more detail to the urban sections for now.
@xtom
You are right. I should have put it in smaller text instead of its own frame. Next trailer I'll do that instead.
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That inventory menu looks very professional! Nice job!
I think that it's also cool that the game looks like it's still running in the background, so it adds sort of a strategic and immersive element to it (since in real life you don't magically play items in your bag right away).
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@YouGroove
You are right, I shouldn't have been making assumptions for everyone. But for these two commands, I wouldn't think that examples would help that much, although it really doesn't really matter though either way. A lot of commands do include examples, but you're right, not all of them do, and some more maybe should include examples.
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Also, those two commands aren't really that difficult haha. They literally do what they say
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Super cool! I've always felt that hitboxes were a pain to make, but this should definitely help.
If you select convex decomposition, will the actual geometry be ignored for raycasts and such?
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@Rick Oh I was unaware of that!
Well, regardless, I still love these random cool little features that keep getting added since they really set this engine apart from others! I've never seen something like this before, but, like I said, it'll be really useful!
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Haha, I feel that sometimes you just add things because they're cool. I'm not complaining though! This tool looks super useful, especially with the project I'm working on right now!
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I think it would be a great feature to have paid items as well since they encourage more and larger assets.
I actually like the way Leadwerks handles assets now, but of course a built-in asset browser seems like a cool feature as well.
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Car packs would be fun!
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Leadwerks Winter Games Tournament Kicks Off
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Random (but somewhat relevant) question: Can assets on Workshop games be protected? Or is that feature only with Standalone .exes?
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Leadwerks 3.3 Released
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Well, I guess I've been impressed with the results so far!
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Leadwerks 3.3 Released
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Vehicles are fantastic! So happy, finally get to work on the game I originally intended to use Leadwerks for, so my current game will have to wait.
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I always liked being able to slow time and such, especially in the Fallout games. That seems like a good idea for adding to your FPS/RPG game! I'm interested in seeing how you implement it!
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That bear is creepy! :0
I love the lighting and the texture detail! I would not want to sleep in that bed!
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I didn't even know that a radius pick was a thing! I should probably be looking at the documentation a little more, as I always am surprised by cool features I haven't seen or thought of before that are already in the engine. I think I might go Rick's route though since it should also increase speed a little and should give me more control over how the object is picked.
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@Thirsty Panther: Thanks! I still need to edit the animations more, there's a DOF issue with the animation as is
@Rick: Yep, thats totally true. It was embarrassing when recording because it's hard to pick them up, but an invisible object would be a good idea.
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Bugfix Update Released
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
The character controller is SO much improved! I also really like the multi-child feature in the editor (assigning multiple children at once a parent, it took forever doing it one-by-one in the past). This will drastically speed up development on my end because my map is composed of regions. Thanks for all of these bug fixes!
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Halloween Game Tournament II Kicks Off
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
I might just have to enter then...
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Halloween Game Tournament II Kicks Off
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
Is it possible to buy that t-shirt? It looks really cool!
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Congratulations! I totally want to play it now once I have time! This will be a great learning tool for others as well! It was very generous of you to release this to the community, so thank you so much for that!
On top of that the amount of work you've put into it is impressive. I've followed a bunch of the videos/posts, it's just an incredible project!
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I don't know, this sounds a bit limiting. I mean the idea sounds good, but even little changes like what Rick suggested don't allow this. I mean, if people don't want to share source files, they shouldn't have to, but I'm sure some people would like others to modify their work. I know I would.
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The thing I find difficult about this is that many of the workshop items do not include source (just .mdl and .tex files), so you can't really change much.
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So the underlying issue here is you need animations, right? That's what this is meant to provide.
Actually, I think that there are animations from Carnegie Mellon in fbx format as well (or at least you can import them using bvh format into Blender). There are over 2500 animations all motion captured. So this should pretty much solve the lack of animations problems. Best of all, they are free!
Btw, didn't know you wrote that program, that's awesome!
Water beta now available
in Development Blog
A blog by Josh in General
Posted
I get an EXCEPTION_ACCESS_VIOLATION followed by a crash when I check Water Mode. I get this message as well when I boot up Leadwerks (not a new problem though), but it doesn't crash then. I'll look into it a little more later.