Jump to content

Marcousik

Members
  • Posts

    679
  • Joined

  • Last visited

Everything posted by Marcousik

  1. All this is about to become really cool, isnt it? Between Ray tracing and this Nanite modelling (whatever its name..) games will become such beautiful in 100 years. But we will sadly not experiment this future. I just hope games will not loose for this its story quality. Like: In the past RPG paper "games" to read were 90% story and 10% fight with dice cubes. Now, it is 95% guns/sword fight with 5% poor story. Like could you make a morrowind game with Ray tracing and this Nanite modelling ? (I know I should not be so pessimistic, witcher 3 was a very nice game.) The challenge for Leadwerks 5 could be wonderful if fincluding such "woaw" high tech combined with its traditional "easy-to-use" loved feature.
  2. @reepblue Sorry I am working in lua in LE4.6 But I don't understand how you solve the screen detection problem, how/where do you get the current windows user resolution ? This seems to select as before the biggest value " System::CountGraphicsModes() - 1 " ??
  3. This is a good question, because I had a lot of problem with this with my little race game. Starting in fullscreen mode was buggy because it selected automatic the biggest resolution possible, so only a part of the image was projected on the screen. The player had to change manually the resolution in the options to get it running ok, if the user windows screen resolution setting was lower as the biggest possible. Some weird thing I never get solved. And this is no way for commercial games. I had to start the game in windowded mode to get it run fine.
  4. Hello I need help with this. I found a le_beam_class that I downloaded from here: How should I do to tell Leadwerks to use this? I got a .h and .cpp files I tried to put them in source directory or in the include classes but it had no effect / Leadwerks ignore them. Thx
  5. Did you try on the camera on your player script? After the camera is created, add the function to enable or disable the fog. I can remember I use this on the camera of the FPSplayer.lua and it was OK but well it is a while
  6. I focused my imagination on game art, trying to create a beautiful world where players may want to explore and drive. The first quest could be: Find a way out of the forest. Here is a little showcase of what I made: Edit: 27.04.2020 The goal was to get the better I could out of a 4096x4096 map, after months work trying all possibilities I obtained a good decor and great area for an offroad game. Performances are a bit slow but so much models was added - I never thought I could obtain this until I found that the shapes and the collisions are slowing the map extremly and did ruin the positive effect of using SetViewRange(Far) or (Medium) on the models to get better performances. So I developped a method that removes the shape and add them to the models that are only near the player, in a dynamic way. And now almost an infinity of models can be added ? And all the trees or the stone can possibly get a script to be cut down or harvested or whatever. Each model stays unique. So this density could be possible:
  7. I was asking me why games became mostly boring with time (for me) - and that's why I began to have more fun trying to make a game than playing it ! - and I found a few possible reasons for this: - Biological: I'm out of my childhood and immersion in virtuality is not more so simple crazy as it was. - Games development in the time of morrowind until skyrim made a big big step inviting players to try more and more and always new coming features. Through technik development, worlds became bigger, Graphics better, story and animation cooler, everything became very very attractive ......until the same began to be repeated and not more created; always more or less the same game mechanics got repeated because they were once succesfull. For example for this ubisoft games, always the same procedure, big map, good graph, and "?" pointing everywhere. - Gameplay: Look at the possibility the player has to interact with the world; in so much games it becomes always the same. I mean the only interaction that the player can use to operate on the world is his weapon: Sword, bow, magic or gun. Graphics feature got over developped (well I like good looking games too) and overrated to let this game aspect forgot? Interactions player-world are sometimes so poor in moder games AAA, no surprise for me players get bored. In conclusion, seems to be like the chance to make a new experience through gaming got in my opinion reduced with time and furture games that keep players awake and curious, feeding the player with immersion, adrenalin, possibilities in its own endlessly fantasy have to be constantly re-invented. That is the betting challenge developpers have and it is really nothing simple to reach.
  8. Example: I could strangely find nothing about terrain generation from script except for LE5... So here is an example that will run with LE4.6 on how you can generate 2 little hills on a terrain and paint it from script. Can be usefull for games with random generated landscape. The script I modified is from here: https://www.leadwerks.com/community/topic/15715-minimap-generator/?do=findComment&comment=104697 So first install the minimap shader to run this: You can only handle 4 layers from the script: 0,1,2,3. More will have no effect. > Add this to create vegetation:
  9. Is this possible to do with LE 4.6 ? I suppose no..?
  10. Do you know if you can paint the terrain from a script with a function? Is that possible? Edit: I found that terrain:SetLayerAlpha(1,1) runs ok for painting all the map/ do you know if it is possible to only paint an area from script ? I'm happy for any help with this thx
  11. Are you sure your "physical object" has a shape? Because never heard player controller going through scene object...
  12. Hey People I come back to this because I really have a bad trip with this. I just build a 4096*4096 map and tried to paint it with 6 different textures. I have only the character controller on the map. In the editor the painted zone is ok, but as soons as the game runs, the colored textures disappeared. Here you can see it: 1) Game scene in the editor (player is in the circle of grass) 2) when running the game: (no grass and no flowers) This is upsetting please anybody for help thx It is like only 4 textures are saved, everything else will be ignored....
  13. This does not really cost much time, if you select all models in the list right in the editor and check the case for all models in one second. I use this for the view range for example, no need to treat each model one by one.
  14. Marcousik

    Forth demo 1

    I was speaking about a cemetery of dead games, because I feel sad about great games that gone dead...just like hellraid that promised to be so fun. I know there are many political and economic reasons to leave a project, but the main question should be why the motivation is going down to finish something that was so promising and maybe exciting? At which step of the development are the people beginning to doubt about the project? Or loosing the fun it needs to become a great thing. So much great ideas gone lost, and it is really sad if only money was deciding about this.
  15. How now was exactly the solution for this ? Could somebody maybe simply sum up ? thx
  16. Actually I got the idea in adding steampunk elements in the game, so I came to trying building machine. It's fun to populate an open world, maybe it is possible to build a travel locomotive with this mechanic or whatever.
  17. Using joints Hinge() Joints are funny and powerful to build machines. They allow to use mass (gravity), different masses on different part of the machine depends on what you need, frictions, and limits. By this machine, the only enabled motor is the first big oval cylinder, which is turning. The rest is articulated with disabled hinge joints.
  18. Hey 1) sorry I don't understand the question 2) look in the workshop, there is a free weapons pack, you should find what you want if you study how this is done.
  19. Hellö Here are a few thoughts about finding the best way to create a dense forest, with different models, quickly, dense and allowing good performances by walking and driving. I first try with the vegetation tool. https://www.leadwerks.com/community/profile/15151-marcousik/?status=10763&type=status I got good results but not by driving and I find that the collision checked causes the lost of 40 FPS (from 60 by to 20) making the game unplayable. Sure this depends on the view range and the density. I could get such a good beautiful looking map, allowing fast driving, but NOT allowing collision enabled, so that was sadly a no go. I tried on a another map to write a little script allowing a random generated forest with 2 colliding trees models and making the not colliding vegetation with the vegetation tool. I obtained good results, possibly ok to be used in a game or a part of. The positive thing is that you can rotate the generated trees in x and z axes too, or changing the basis height easily, making a more realistic forest. There are performances limitations with this method too for sure: not the collision (setting collision to none didn't actually change very much regarding FPS, strangely?) but the density and the global range you wan't to be covered with trees. So it stays totally impossible to cover all the map (1024) with trees if you wan't a dense forest, like in the video here, with this method. The vegetation tool should be better for covering all the map, if requested. But I found that I could create little dense forest allowing faster driving through. That's cool. I expected too much from setting the view range to medium or far. I thought that not rendering the trees that are far away would be equal to a none performance cost. Sadly it is not like this. So if the generated forest is big and very dense, even if invisible because far away from the player (by setting medium view range), the FPS are sinking drastically. Strange ? What/Where are the performances gone for? Another problem with this method is that the nav mesh will not be able to assimilate the trees as they are build in the start function. Except you generate the nav mesh after this from the script... Car lights are not supported, FPS sinking immediately under 20. Perhaps can here something be done with shadow disabling? Not tested. Light are ok if the forest is not so dense. (but especially when the forest is dark and dense are the car lights really useful!) Conclusion, this tool script is ok for making little forests allowing fast movement and looking more diverse and realistic in my opinion... It is possible to add an if statement on the Terrain:GetSlope() and/or GetElevation() to choose if the trees should be summoned or not depending on the Height and Slope of the map, same options as in the vegetaion tool. The GetTerrain() function runs with the spline tool - but you can find the terrain using a selection with if GetClassName()=="terrain" on all entities on the map until it find it. You can summon all what you want with this, randomly, add more options... Rocks, mushrooms, flowers whatever. Using Terrain:GetElevation() is a much more powerful as with Pick() Script and video showcase following + beautiful screenshots done ingame with this tool:
  20. Marcousik

    Forth demo 1

    For sure - just wanted to honor this with a little poetry.
  21. Marcousik

    Forth demo 1

    in the cemetery where never borned ideas are crackling silver dust under your feets, you could walk on tiny fossil bones bleeding out past hope of future memories.
  22. Hi You can use source without problems, just create it in start() function like this for example: (out of the car script - available in workshop) -------- After this you can use the source with more options available in UpdateWorld() this should run ok and let you adjust volume, distance, pitch....
×
×
  • Create New...