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Posts posted by Masterxilo
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sry, should have said, I was referring to
but the lossy compression in Ogg is so good that you don't hear a difference -
Any lossy compression, when used multiple times on the same data will result in noticeable quality loss sooner or later.
Lossy compression is a bad thing. Unfortunately, hard-disks aren't big enough and internet connections not fast enough.
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Put the mesh in another world and draw that on top of the rest, clearing the depth buffer in between.
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This is because the gmf format stores not only raw geometry data but also transformation matrices.
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GMFNodeSetProperty?
Why would you need a GetProperty? The only way properties can be set is by your program...
(The GMF sdk creates gmf files, it does not read them, so you can't edit existing files with it.)
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That's still not the same as alpha blended textures.
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Now that's bad to hear.
Well thanks anyways, I'll have to go and optimize my mesh and the vertex weights. Thanks for the link, wailingmonkey, it'll help doing so for sure.
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Also notice the smooth alpha blending of the leaves and grass. Wonder how to do this with LE.
You can't. You can't use alpha blending, at least not if you want lighting to look correctly.
There's only completely transparent or solid. (except for unlit objects in secondary worlds)
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You can see in the Tracker that LE 2.28 is still being actively bug fixed, when you look at the "Fixed in" column.
There has not been a single update since 2.3 was released... (the updater always says "Your installation is up to date.").
None of the things I reported in the old forum have been fixed (at least not for me).
(I was told I don't need to copy these over to the new bug tracker)
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1.) Yes. I have written a very simple gmf to obj converter, but since the format description is open, you can write any converter. UU3D with the plugin can't do it. The .gmf plugin is export only.
2.) ^^ what Laurens said. Except you don't need to give the .mat files "the same name as the materials on the model" but you need to give them the same name as the diffuse texture file of the materials used by the model.
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No, but it's rigged/skinned.
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File Name: Soldier model with .gmf, .x, .3ds, .fbx, .dae versions
File Submitter: Masterxilo
File Submitted: 23 Dec 2009
File Updated: 01 Feb 2010
File Category: Models
Triangles: 8000
LOD Versions: Yes
License: See included license file and original file post.
Info
I converted the .max files to the mentioned formats and fixed some things (materials, modifiers...).
See the original soldier model for more info:
http://leadwerks.com/werkspace/index.php?app=downloads&showfile=8
Important
The file is actually a renamed .7z (7-Zip file). Rename it back to .7z and extract!
The .zip version would have been 49 MB in size, this is only 25 MB. Feel free to send me a .rar version, wonder how good that compression is.
I think it's worse than 7z since already the original .rar version is 38 MB in size.
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I wonder too.
Especially, what about bug fixes...?
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Right. Stealing physical things is not quite the same as stealing software/"information" (<- whatever this is).
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Does the ogg format support lossless compression?
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Ah, no, it didn't help me.
These gizmos aren't exported/can't be used by le...
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I guess so.
That would be great!
EDIT: Ah, didn't know how to use these Gizmos, thanks a lot, works now.
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Any ideas? How do you do this?
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Agreed.
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Hmm, ok, maybe they were fixed, or everyone who tried before did something wrong.
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They haven't worked since some versions ago...
DisableNewton
in Suggestion Box
Posted
This is just a matter of passing AppSpeed() to the update function.
http://forum.leadwerks.com/download/file.php?id=969&mode=view
^^ those are held together by a distance joint. One can click on other oil-drums to make that thing "attract" these too.
In the testing environment I have, I can drag bodies around with the same technique.
(Is the clicking/selecting what you mean with "Selective collision system"?)
Every joint in PhysX can be created with ease.
Didn't have a look at these, but it would be as easy to do as it is in physx when using it with any other engine.
If these are things that deform meshes (cloth, soft bodies) or create graphical effects (fluids) then it's more difficult
beacause to either make them available (fluids) or make them work fast (mesh deformation), one would need better access to the rendering.
Everything else that just controls entity matrices is easily possible.
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For example my system works this way: It attaches an le pivot entity to physx bodies. You can then parent any entity you want to that.
You can use the rest of physx sdk as usual.
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Really, it's just a matter of using the physx sdk, there's no magic in there. Everything that works in physx will work in LE when using physx.
If anyone wanted to use PhysX, there's nothing stopping him. It's just a waste of resources to have a second physics engine running at the same time.
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If that means, you think that other physic engines aren't as good/complete as newton then that statement is ok.
If you're saying that it's not possible to use other physic engines to their full extent, then you're wrong.