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AnthonyPython

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Posts posted by AnthonyPython

  1. 50 minutes ago, Josh said:

    Can't say exactly when. Right now I am working on viewport navigation, selection, and object properties. The last remaining big items are:

    • CSG editing
    • Terrain editing

    This stuff can be time consuming, but I also feel like it is a lot simpler than the hardcore research-and-development I was doing. I'm back to coding on a simpler level, like when I made Leadwerks.

    that's actually good doing the base core stuff is way more time consuming than doing higher level stuff, still takes time but less though when the core is mostly there

    • Like 1
  2. I perfectly understand why you want to go this way. but as reepblue has said people despises subscription based software.

    Now I wouldn't mind supporting you and your work though I generally don't like them either, but I think you should do something like what adobe does with substance painter. or at least something along that line with a year of updates. There will be people that simply will turn away the moment they hear Subscription based however if you can do one that is subscription based and one that is a one-time pay. I believe you can strike a bit of a balence there.

    • Like 1
  3. WHAT ? you are not multi engine ? You don' t share your love for 3D with others 3D engines ?

     

    of course I do, but i mean the primary engine I'll be making games with will be LE.

     

    I've always been very fond of valve's engine's to as well.

  4. It looks like Steam are starting to promote their steam machines etc. Its getting exciting.

    Can see more games being sold on Steam.

     

    I know I will treat myself to a VR headset, was reading about the Sony one the other day, looks impressive.

     

    yep, also other valve news is the 2nd engine will be free for all including commercial purposes, just one catch you must have it at least on steam first, and valve gets a cut of the profit seems like a pretty good deal. for dev's I hope the content creation will be a bit easier than the first. as this will be more UGC focused/dev's. cause compared to LE is way easier to get your content added in, instead of valve's wacko.png

     

    i mean I am looking forward to it, but my main engine will be LE, as I love it

  5. Yes, i'm just surprised people not using this metal shader effect for weapons and indoor/outdoor textures ?

     

     

    actually I am experimenting with that , and different model's with the scfi contruction kit and other textures , it's great so far groove

    • Upvote 1
  6. Hi guys. My question is about newton dynamics and how to import cloth from for example blender into the leadwerks? If I understand right, this feature is not available in leadwerks today? Any way to work around this problem? In UE4 I did use the APEX SDK from NVIDIA, but this is no NVIDIA here in Leadwerks. It is not critical to my project, I can use other stuff, but I just want to know if this is on to do list?

     

    what we do expect is carving tool, vertex tool, vegetation tool etc. this year. you can probably do this by C++

    • Upvote 1
  7. So well let's see...

     

    I bought the Leadwerks Engine the last day because of the great price in the Steam Sale smile.png

     

    But what about rain? Is rain actually build-In or are there other ways to create some?

     

    If not: Is a rain / snow functionality planned for the future?

     

    Thanks for your answers! wink.png

     

    rain/snow could be done with particles I think so, but you have to do it your self. not sure what is the most efficient way of doing this. but no it's not built-in yet, and carving tool, vertex editing/ vegetation tool , etc is suppose to come this year. I don't think this is planned for this year, but josh did say depending on time after getting those planned he may be able to do a few other things like this.

     

    Edit: best way of this is a shader

  8. guess I should play Hitman and finish it, and then go to the other's in order. is there really a need to play the first or can I just skip it?

  9. Unfortunately this is the joy of DRM - you are entirely at the mercy of the provider to continue to support the product.

     

     

    I've no doubt that there will be a hack out soon that will allow you to at least play the game, but I believe that save game progress was stored server side? if so then that's lost

     

    this is the first time I even tried to run Kane & Lynch sad.png , I heard GTA4 has this same problem, haven't tried GTA4 yet

  10. Games like Kane & Lynch still have this in it, and many other games has it in it still and not update still, even though GFWL was discontinued. I am having trouble getting any GFWL implemented game to run angry.png

     

    gosh darn it, tried installing the .msi in the games folder, installing GFWL client, etc any other idea's?

  11. It is available for static models , but nobody uses it laugh.png

    ----------------------

     

    Trying to figure out what will be the best gameplay and view ?

     

    tps_Fps.jpg

     

    is the current one would be fine to use say for non-animated physic props?

     

    btw we do need dat animated version as well groove

     

    also can't you do both TP, and FP, like have a TP player model viewable in FP like in the duke nukem forever game? (i know a bad example, it was just one of few games that has it)

  12. I made PBR effect Animated version.

    It looks really good,i'm suprised no one using it for strong metal like weapons for example.

     

    i'll upload PBR Effect shader files to the workshop is someone is interested.

     

    droid3_Metal.jpg

     

    Textures looks a bit strange , it's not the shader but a problem with normal map import in LE3.

     

    It's so good to have some approximative PBR effect, it changes your metal based assets look radically.

     

    oh yes very much groove

  13.  

    Oh yeah maybe you can't 'cos you never tried so I'll tell you : I just parent each inventory item infront of the player and show / hide at the precise moments using FlowGUI

     

    wouldn't think that would be too good for performance wise though.

  14. Your game is based on rooms, so you should use detailled models and textures perhaps already in prototyping phase ?

    I seen cubic , use bevels rounded cubes perhaps ? ladder seems to be very cubic also, use cylinders based models ?

    New_stats.png

     

    It's your game, and it's too early to us to make good critics, you should try completing as much possible some first level gameplay and graphics before.

     

    that is just prototyping and is a testing environment for when I started using leadwerks 2 months ago actually.

     

    the rooms will be actually indeed very cubic, how ever there will be no need of ladder's now since I have parkour in place.

     

    I am drawing up some more concepts to do for model's, this game will have quite a isolation feel to it.

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