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Posts posted by AnthonyPython
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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.- 1
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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.
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if valve support's any thing it is a big deal period xD
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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
i mean I am looking forward to it, but my main engine will be LE, as I love it
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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
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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++
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it's appearing now
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So well let's see...
I bought the Leadwerks Engine the last day because of the great price in the Steam Sale
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!
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
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They are in the workshop
That's strange browsing the workshop i don't see it ?
But looking at files i published i see it.
I don't see them either.
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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 , I heard GTA4 has this same problem, haven't tried GTA4 yet
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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
gosh darn it, tried installing the .msi in the games folder, installing GFWL client, etc any other idea's?
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It is available for static models , but nobody uses it
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Trying to figure out what will be the best gameplay and view ?
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)
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Hi,
Does someone uses Day Night cycle in LE3 ?
What is the best way ? Control some directionnal light or is there some specific shader available.
yea I think this is your's shadmar, is it around a 18mb .zip?
https://dl.dropboxusercontent.com/u/58645839/DayNightCycle_GodRays.zip
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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.
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
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can't wait for you to release the latest version of this
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Metallic shader is back.
love it
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Some particle settings making good effects.
Just download the map , put in on you map folder.
You don't need to launch the game, just rotate the view in the editor to see particles running.
http://www.leadwerks.com/werkspace/page/tutorials/_/artwork/particle-examples-r123
when you press download it just shows you the image, I don't get anything to download Groove
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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.
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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 ?
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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i have have to reboot constantly my laptop to try and keep a stable connection to the net , this laptop likes to trollloooo me guys.
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Agreed! However, that's a bit beyond where I'm at now. Before I start thinking outside the box...I need to learn what a box is first.
agree with that as well, but still never to early to think of idea's out-side the box to just have them when you may need them later on as well.
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That is pretty damn awesome, how did you manage to do it?
he instant a prefab and rotates it
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Hi,
Using rotate by velocity with a constant velocity, there is a bug.
Perhaps we could have some option to keep a constant rotation also ?
+1
Ultra Engine pricing
in General Discussion
Posted
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