Jump to content

Core

Members
  • Posts

    139
  • Joined

  • Last visited

Posts posted by Core

  1. Ok, progress is slower than I would want, but there just is not enough hours in one day. So much other stuff in my life right now, but pulling demo level together, not sure when it it will be ready to play. Still, slowly making progress.

     

    20180126005822_1.jpg

    20180126005846_1.jpg

    20180126005941_1.jpg

    20180126010007_1.jpg

    20180126010047_1.jpg

    • Like 5
  2. On 26.1.2018 at 10:06 AM, AggrorJorn said:

    You need to clear the current world first. https://www.leadwerks.com/learn?page=API-Reference_Object_World_Clear

    This is somewhat offtopic, but regarding the example provided on the API reference using Clear(), where it is actually used?

    I've noticed that sometimes when you look something from API reference, the example is not actually helping at all on how to use specific function etc.

  3. Jesus, I got it! First of all, it only happens with spotlights and if you have more than one on the same area. Point lights cause no banding/stripes. With spotlights, you can greatly reduce or even get rid of it by randomly rotating them around Y-axis to make sure they are not "lined up" with each other.

     First image shows situation where banding occurs:

    image.thumb.png.9740eb2cd9921195687be64825f88c92.png

    And here all four spots are rotated randomly around Y axis, and banding is gone:

    image.thumb.png.9ff2c65cbc06949ac3edc400102b5979.png

    • Like 1
  4. Hi!

    I have noticed this here and there every once in a while, but now that I'm finally building a map with aesthetics in mind, I think it is time to dig deeper into this. So what is causing this banding with shadows, and how I'm able to prevent it from happening? I understand that it must be some kind of limitation with the engine, but just knowing how to avoid it would be awesome! Thanks again for any tips.

    20180123205638_1.jpg

    Edit. Oh, numerous times I've been asked to send a map for an example. I would, but noobish question... How? What files I should include? Is there an easy way "create" a file that includes everything you need to run a map on another computer? Thanks again.

  5. I have simple problem. I want to be able to remove cover/lid/door off some objects before I have access to them. Now I have it working with this simple script:

    Script.cover = nil

    function Script:Start()    
        self.cover = self.entity:FindChild("DoorElectronics1_11_cover")
        self.cover:SetMass(0)
    end

    function Script:Use(player)
        self.cover:SetMass(1)
    end

    So when I "use" parent entity, it makes the cover (child) to fall off. This is ok, but I want to be able to pick it up or even pick it up from it's place without dropping it to the floor. I have an idea how I will store covers original position to be able to put it even back to it's original place, but I can't seem to figure out how I can make the object from static to act like normal simple pickupable object with physics. Like the basic one when you have no script, set it's collision type to prob and give it a mass.

     

    Here is video demonstration:

     

     

    Edit. Ah, ok. It does not work if object I'm trying to pick up is parented to a static object. So self.cover:SetParent(nil) did the trick.

    • Like 1
  6. Ok, thanks for your answer. That gives me something to think about. I'm going to "stresstest" decals, but what ever happens, I will use them at key points at least, I like how they blend to the material :)

    And thanks for paper suggestion, I thought about that too, I'm just worried it will look like it is flowing above the floor/table or when set properly to the right level, is glitching with the underlying texture. But, will test.

  7. I'm planning to use LOT'S of decals in my project. I will use them to for signs, labels, dirt etc. My question is, before I go ahead, do they eat lot of processing power? What if I have a prefab with ten decals and then I have that prefab used in 20 different places? Even hundreds? Well, yes best way is to test it :) But wanted to ask if it is just plain stupid thing to do one should not even try.

    Another question, can we have emissive decals? I created "Emissive decal" by applying it over emissive surface (needed to reverse the decal though), but although it works, It is not usable in many scenarios.

    And yet another question, how would you create a piece of paper with text on it? I planned to use decal for that, but it obviously looks like painted to the surface, not separate piece of paper.

  8. I've been using Blender on my laptop and just now moved a bunch of models to my more powerful pc where I use Leadwerks. Included was the model of Celeste-ship. It looked so epic and massive in my current test scene where I play around and test models, so I just had to do a "flyby". Adding sun and sky made it look cooler, but otherwise pretty much made everything else wonky so please don't mind. But decided to record a video. SEV Celeste flies first time ever!

     

    • Like 4
  9. On 16/01/2018 at 12:43 AM, Christian Clavet said:

    Hi, Core!
    Seen that you use Blender.
     

    Found a tutorial Youtube on how to make them.

    Good work on your models they look really nice!

     

    Thank you Christian, I will watch that video asap! And also thanks for your compliment, it really means a lot!

     

    Edit. Watched the video now with time, very cool indeed. Currently I'm creating assets that use general materials, I don't bake anything model specific. It has it's pros and cons. Pros are that I can use one material in several models, places and I can change colors and materials on the fly, very nice and fast for prototyping at least. Cons are that I don't bake even normal maps, so for example round edges are actually round. Takes a lot of polygons, for example that device with all the switches and stuff uses about 3000 polygons. But with all the processing power we have nowdays available etc... :D  We well see how far I can go like this. I created big controlling console with lots of bells and whistles and although it is not ment to be used in many places in game, Im still a bit worried, it has 28000 polygons... 

    I will start baking maps when I'm happy with models, see that they work in environment like intended and their material choices are ok.

  10. 4 hours ago, GSFC_1 said:

    core, this looks great, you should bake in an AO map 

    Thanks! I had to Google what is AO map :lol:. If I understood correctly, it bakes ambient light to the texture. Sounds cool, I will look in to this in the future. But does not ambient light (in scene root) do the same thing? I had it turned off actually when taking that screenshot.

  11. Well, it does look cool ingame too! Not sure if this is the very first image inside my game (and not some test scene) here on the forums, it actually might be. And one of the very first images ever outside my computer. I've been very self critical and shy about my doings, but now I'm actually a bit proud of what I have accomplished. if you have determination, proper tools and kind, capable people to learn from (and time, of course) only sky is the limit :). Year ago I was no where near the place I'm now, I think I might actually manage to create working game someday! I can't wait to be able to publish a working demo, but it is still a long way to go...

    20180114011056_1.thumb.jpg.660bc6a91d0ce5a0c0601ed50f24b10e.jpg

    • Like 6
  12. Hi again!

    So, I started my first experiments with animations. Was doing progress, but encountered a problem I can't find an answer. I recorded a video. What is going on here? Animation is "working", but vastly different in Leadwerks! In video, animation displayed first like intended in Blender, then in Leadwerks.

     

×
×
  • Create New...