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Marcousik

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  1. Marcousik
    This is a simplified change of this workshop item (so credits go there!)
    https://www.leadwerks.com/workshopitem?tags=Material&queryType=1&fileType=0&fileid=699303085
    A few changes I did:
    1) the water.mat:
        changed Diffuse color (64,64,64,64) + refraction shader

    2) The script, simplified, like this:
    Add this script to a box, cylinder, what you want...With the water material up there added.

    And here the result
    sorry Footsteps sounds don't matched..
  2. Marcousik
    Here I want to present what the "Tower game" is doing becoming !
    I got the idea to make a relaxing puzzle 3D game where the player will have to find/build/assemble different elements to discover arts.
    Here a picture I found that inspired me this:

    Now, I made a little demo video for this, I found the experience somewhat meditative, looking at this floating colorfull infinite world and listening to the sounds. You can turn the music off and listen at your own or just let it plays as it is. I hope you enjoy !
    (Music from Flaer and Bliss)
     
  3. Marcousik

    Offroad car simulation
    Considering this blog as a diary of progress about car simulation with Leadwerks,
    I had the dream to simulate those desert crawlers able to climb on sharperned hills with a lot of impuls,
    Swinging on the roads as they're light, allowing the player to discover rapidly a large part of the map.
    Technically all the features (directions, dampers, smoothing, acceleration) get simplified but adjusted to be in a good balance.
    The car may be overpowered but it's fun!
     
  4. Marcousik
    Hey
    I know you can use for this the nice shader of Shadmar, but now if you want to try something else,
    This is somewhat like you can obtain if you use a big light sphere rounding around the player. I speed up the cycle quicker for the video to see all the day/night.
    I used the directional light rotation for the shadows, the color of the sky-sphere for the colorourfull effect and the color of the directional light for the luminosity, getting the no shadow night light.
    Clouds/rain has been hidden to see better.
    Here is a demo:
     
  5. Marcousik
    Finishing this today, I'm happy to publish this: https://steamcommunity.com/sharedfiles/filedetails/?id=1662222417
    The car is funny to drive, the prefabs is ready-to-use but feel free to change the script variables to test it.
    Drop the prefabs in the map, it uses the classical FPSPlayer from Leadwerks.
    The car is based on joints: 4 wheels, 4 damper and 2 Hinges for the directions.
    The script incorporates smoothing damping modifications to get the car stable; modifications on the velocity.
    There is a funny speed boost system added.
    Here is a little video test:
     
    Have fun
  6. Marcousik
    Working out of this subject:
     
    I tested a script for a simple "GoToPoint()" function for a customizable character controller for NPC. This may not be so good as the implemented LE character controller with classic navigation system but it could be promising to use it in open world (so not in much corridored dungeon game!) where the the NPC should crawl or swim or whatever do things as for example underscaled world (thats what I am actually interested in ?)
    The NPCs are using an "intelligent" World:Pick() system to find their way.
    The positive things in this are:
    - No need nav mesh to be build / free moving system
    - dynamic way searching so removing a block may let the NPCs go through
    - swim, crawl, crouch with triggers should be no problem
    - NPC are not only following a prepared way but they can be thrown as Patrol, choosing randomize positions to go, inside an area.
    - Scale as you want
    - The system let the NPC make a little analyse out of the Pick Infos so the way should be a human-logical way
     
    The negative point are:
    - The path will not be planned so far as allows the actually Navigation Leadwerks System so it is for sure not impossible that a NPC doesn't find the best way to go.
    This system does definiv not allow a NPC to "know" his way through the entire map. All NPCs are trying to find the best way from the position where they stay at the mooment, so never sure if/what they will find (no return of true/false that let you know the NPC found a way...)
    (even if this could be solved with "forcing" through a pivot where the way may be too complicated to find...)
    - The NPCs doen't move "round" but straight from point to point.
    - For sure more...? ?
    Here is a little demo:

    Testing 13.08.2018 20_00_48.mp4  
     
  7. Marcousik
    Workshop car "Turbo car for Le 4.6 free" - Uploaded in the Workshop
    Better optimization for the workshop car released. And possibility to custom the car, feel the difference of the configuration when driving.
    For Le 4.6. with world:update(4) added to the main script 
    Here is a demo video about the new optimization:
     
    Here are the properties that allow to change the car:

     
    - The Drive Factor makes the car drive feeling more or less heavy: With a value of 5 it will feel heavy, and it becomes much lighter using a value of 25 for example
    - The car mass can be changed: Range about 50-200.
    - The Tires mass can be changed: Range about 5-20.
    - The motor speed will change the car too:Range about 5000 - 50000.
    - The brake force has an impact on the time the car will need to be stopped
    - The springs force value determine how the car bounces on the tires: Range about 500-10000, depending on other values.
    Enjoy trying it !
     
     
     
     
     
  8. Marcousik
    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:
     
     
     
  9. Marcousik
    I really wanted to use the spline tool to make roads because it is a powerful tool but it has a big inconvenient: It builds the spline as you want but then moves the terrain to pass it to the spline - this sounds first ok but using this especially on big maps, you end up with a terrain that shows artificial big too sharpened contours and hollowed areas where the road is going through.
    To avoid this problem, you have to place a lot of spline pivots and nodes very carefully on the map, following the actual terrain movement. This takes hours and the result is disapointing if you forget one hill, it will shows this ugly sharpened cutted unnatural shapes.
    That 's why I want to build a tool that operates on the terrain but with the feature to pass the roads to the terrain and not the opposite.
    It should operates like a bulldozer does: Moving on the hills (and not cutting them!) the bulldozer builds a large passage practicable with a car.
    Here in this little demo, you simply need to throw 2 pivots on the map - no matter the height where they are placed - and the script calculates the rest:

    TEMP 2020-08-09 00-29-31.mp4 Script function for a straight road looks like that
     
     
    2) Building curves:

    TEMP 2020-08-15 23-14-38.mp4 Code for curve looks like this:

     
    Showcase: Just tell the editor where the roads has to pass through to get this: (placing a few pivots)

    TEMP 2020-08-18 23-51-21.mp4  
    3) roads junctions are done ?
    Always keeping the simpliest way:
    With 3 pivots in the map, the script automaticly  generates the first road segment with 1 curve. With 3 others pivots in the map, it builds the second road segment with 1 curve too. Then only add the second road segment as junction entity in the first road segment script property and the segments will be correctly calculated and attached together:
    4)  Texturing the roads:
    The textures will be drawn between the little sphere, creating surfaces and vertex in an appropriate way.
    The surfaces have to be joined ttogether from one road part to the next. Then only need to be shape.
    Well the first road is done, throwing 2 * 3 pivots on the map, where you want the road to go through, then attach the 2 road segments together with drag and drop property entity.
    More is not necessery to do...and the script calculates the rest, here a little showcase of the road:

    TEMP 2020-08-27 11-46-04.mp4
  10. Marcousik

    Offroad car simulation
    Hello
    Debuting 2022 with a very first try of a level design for my offroad game project I try to construct with Leadwerks 4.6
     
     
    The map needs a lot more improvements.
    There are a few bugs (like swimming) and some collisions problems, but this how it could look like, with the challenge for the player to find his way through the world - like a puzzle driving game - without getting stucked (like me in this showcase) or have your car destroyed. So I will add an health system, but that should be easy to make.
    I want to add mud and water effects (visual and physics)
    The story will be something about to re-construct an abandonned world.
    Have fun and thx for watching.
    Thx for modelling:
    "GAZ-66 Offroad Truck" (https://skfb.ly/6x8Ru) by Yo.Ri is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
     
  11. Marcousik

    Offroad car simulation
    This diary counts so much steps to reach a good experience of car driving with Leadwerks 4.6, that it just felt so often like unreachable.
     
    So as we know the car is built with 8 joints, 4 hinge joints for the tires  + 4 slider joints for the dampers
    I just thought last week about implementing a new little trick like using a spring joint more to connect the visible car to the invisible body of the car.
    Set the mass to about 300 (usually to heavy for joints) and set the Gravity to false just for this car part...
    And that's what I obtain:
     
    It allows speed until 150-200 km/h, correct behavior by drift, springs, collisions, no trembling.
    So I'm fine with this,
    Have fun, thx for watching
     
     
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