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Bytecroc

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Everything posted by Bytecroc

  1. More high level features is better than low level features, high level I mean more functions in the engine, like bone/ skeletton features, export and import features and so on, then we can write our own editors and tools to make life easier.
  2. I wish the beta version could be a seperate download and have also a separate installation path, that we could use both together. I only use the stable at the moment, the last beta version did not run with an old map. I updated the map / project but also did not run.
  3. I want to make a game with the option that users can import their own entities, meshes inside the game. At the moment the engine can only use .mdl files. You can only convert the meshes with the editor, possibly it uses the tool. Second option is the Blender plugin, but it's for Leadwerk users only. And sometimes it works not properly. A funktion to load a file format like .fbx, .x or .obj directly inside Leadwerks and a function to save this mesh as .mdl or prefab would be nice. Other people wich owned the game but did not have Leadwerks, can then load models from Blender or Wings3D or other modelers inside the game. Inside the program then it'spossible to add a shader or more on it and save as prefab or .mdl for further use.
  4. Is anything planed in the near future to import and export mesh formats? I need for a game that 3th Party people can import their own meshes.
  5. I wish for Leadwerks some functions for saving 3D model stuff. Not inside the editor, I wish to export a model in .fbx format and .mdl as a prefab it would also be nice.
  6. I vote also for C++ Templates, additionally.
  7. Bytecroc

    Expansion

    Pictures only as a second option please.
  8. Bytecroc

    Expansion

    Sounds very good, the documentation is one of the most important things. I prefer for tutorials .html .chm or .pdf files a lot more than videos. For new implementations my suggestions are: A fileformat that is used e.g. inside Blender or an other free modeler for import (export is also nice). Used to making Modder-Games, people which have only the game and not Leadwerks itself can create their own models for such a game.
  9. Thx Olby, I have with my model always 0 anim sequences with Fragmotion, I have a first sequence inside which is the standing sequence, I deleted now this first sequence and now it works directly with Fragmotion. Possibly because this is a one keyframe sequence. Only stand still.
  10. Ultma Unwrap3D is not very cheap I hope I mus not buy it. I can work good with Wings3D UV mapping. I have made one animation with .b3d to Fragmotion -> Autodesk FBX Converter -> Blender -> .fbx -> Leadwerks plus shader that works but I can not repeat that, not with the same .b3d file. So my suggestion is always to implement .x and .b3d converting like the actual .fbx converting with the LE3.x Editor. .b3d is a file format that is mostly the same and we can use old proven tools too. Like CharacterFX, Pacemaker, Milkshape, Fragmotion for animations.
  11. Thank you Guppy and Josh, the shader was the problem, now the standing anim keys are running. The exported LE3 files .mdl from Blender are deformed, but the .fbx files now are working. The shaders are needed for all anims, now I know.
  12. I try differnt Blender versions at the moment, some have animations inside LE3.4 but the mesh is deformed, or the mesh is not deformed and no anim is inside or all keyframes are inside but the anim did not run. @josk, did you mean the anims with Ultimate Unwrap are OK and run?
  13. At the moment I have some problems to convert .b3d animations into .fbx or better in a .fbx file format which LE3.4 recognizes as an animation file. When I use Fragmotion to convert an animation made with Pacemaker as .b3d to .fbx and plug it into the Leadwerks Editor, then only the mesh without texture I have in the "mesh-editor" no animation. When I will load an .fbx file into Blender from Fragmotion, the .fbx file is too old. If I convert with Autodesk FBX Converter to format 2013 I can read into Blender and the animation works, but not the exported file with the leadwerks plugin, the newest from GitHub. It is always only a mesh without texture and animation. I suggest to implement .b3d animation file format for import into the Leadwerks Editor and/or .x and .dbo file format.
  14. Is there a setting somewhere to have both versions, the beta and the stable side by side. At the moment I have the beta instead of the stable.
  15. The bigger problem for me is to generate nice looking models and animations. Static models, terrain and plants are not a problem. The second problem is to grab enough time for my project. The next problem then is to find the best 3D Engine for that what I want to make. I hope I have found the engine now, but not found enough time yet. Edit: The texture for animated models (animals and people) are also difficulty for me.
  16. I also wished a extra Forum for C++, because it's hard to find the stuff for C++, see here in this thread. I agree to that. http://www.leadwerks.com/werkspace/topic/11248-add-new-forum-folder-programming-c/
  17. That's good to hear. I will start my project next year, then I will have surely more suggestions.
  18. My first suggestion is a LOD System, for Terrain and also for other Objects. It should not be set too sensitive, so not every small unit should be calculated when the camera moves. This saves computing time. Also, the LOD from lowpoly to highpoly mesh and vice versa should not sit on the same distance point. In a related line like so: camera moves in the X direction 10 units on the object and reaches the point at which an object is used more detailed (now high poly). Now it should not be swapped between the lowpoly-mesh and highpoly-mesh back and forth (this happens when you have the objects more on the left or right side and you walk not exactly strait forward). The distance to calculate from the high to the low poly mesh should be higher than the distance from the low poly mesh to the high poly mesh. I have such a rendering function with one point in an other engine and then the objects swappes allways from high to lowpoly on the side if you walk on that line and that is not very nice to see. I can write such a function for myself for objects but not for the terrain system.
  19. For tags you mean writing [C++] or somewhat in the subject? Not all user do that, separate the threats is more usefull I think. I downloaded most videos and read the document too. But not all is answered with this, a own forum for C++ I think is a helpfull thing.
  20. I did not script in Lua and the most threads are for Lua. To search the forum for C++ problems is a bit hard. It would be better to separate the threads from the beginning.
  21. .ogg would be great and .x + .b3d with animations for models directly.
  22. My System: OS Windows 7 64 Bit, 2TB Harddrive Samsung hd204ui Leadwerks installed in SteamLibrary on Drive D: TestMaps saved in Dokument Folder of Leadwerks/Projects Graphics Card is NVidia GeForce 560GTX Intel i7-2600 CPU 16 GB RAM Possibly this is by other users the same but nobody looks inside the MyGame folder and the clicks on the folder mygame indside mygame and so on 29x
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