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Core

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Everything posted by Core

  1. Not sure is this a bug or just me. But I can't get my models to cast shadows. CSG objects cast shadow. I have no parent objects, I've tested with point light and spot light, with dynamic and static shadows. What am I missing?
  2. I really think Leadwerks doors hate me. During the past couple of years I've been on and off learning Leadwerks, but nothing has caused more furstration than doors! Feels like every time I try to add a simple door to test map, it means trouble. It all began with my very first steps in Leadwerks, for some reason I was not able to create working door even with prefab. I asked my first questions here back then. Well, I moved to other stuff and learned a lot, then second time came back to doors, still no luck! So I went to look for some other door script other than the stock one, found working one and took that as a base for my doors and it worked perfectly. Moved to other stuff, learned more. Now I needed to test some stuff with doors, and it's been a while... and AGAIN, they refuse to work, they stutter and shake. So I reverted back to stock script, merged my own additions to doors to that script and it works, AGAIN... for how long, we don't know... Ps. This was just a rant, doors work now for me, but I can't believe I'm the only one with this much door problems! I've learned so much, done much more complex things by now, but still... doors. DOORS!
  3. Hi again! I just noticed, that there is a problem with lense flares when I run my test map. In editor they work properly, for example when testing with prefab "cage light" or just creating lense flare, but in game they are not visible or just flash or flicker every now and then. Not sure when this started, have not payed attention to them until now when I started to think about light stuff... I'm using GTX960 with latest drivers. As always, any help is appreciated!
  4. Finally, got it out of my head and made it "concrete", this is the ship where it all will happen, game "Celeste Incident", that is. My biggest and most complex model so far and I think it turned out ok. Now I have some frame of reference and atmosphere when thinking out the layout of my game levels. Space Exploration Vessel "SEV Celeste" Comako Heavy Industries Ltd. Lenght: 351.8m Width: 122.5m Height: 62.5m
  5. This Workflow introduced some new challenges, mainly about shading. This surely is basic stuff, but I just learned that to make flat surfaces really look flat, you need to use very narrow bevels, or use "face weighted normals". I found an addon for blender to do just that and it works, but seems that new calculated normals are lost when exporting to Leadwerks. This is the problem: First, tablet I created and rendered in Blender (WIP) and then rendered in Leadwerks. In Leadwerks surfaces look round, not flat.
  6. Decided to put this here, just a mockup with some of my old assets and new medium poly test assets. So far pretty unoriginal design, but I've learned a ton and improving!
  7. @mdgunn, very nice! I used far too many polygons on pillows it seems... But I'm getting there!
  8. Thanks for latest tips and especially for @ScrotieFlapWack for posting that video, Alien Isolation is one of my favorite modern era games and although I've looked into the art style of the game, seeing that video really opened it up and inspired me! Also, the truth is that what I like least in asset creation is painting textures...
  9. Thank you all for your help and tips, they were really helpful! I reduced the polycount to 3135 and redesigned the sofa to better fit the style of my game world. Pillows are no separated and couch frame is made out of metal. I will try more advanced stuff with normal map baking etc when I have more time to learn more about 3d-modelling. At some point you just need to make the decission if something is worth to dig in more, or just settle for now and be happy with your current skill level, what you can create, and is it enough to realize what you are trying to do For now, I'm happy with this! Thanks again!
  10. Try creating a pivot and put all models under it as children. Attach waypoint script to that pivot. Not sure why it woudn't work the way you tried, though...
  11. Thanks, not sure why I didn't thought about downloading free models for reference! Will do that. And separating pillows from the couch frame is something I will definitelly do.
  12. This must have been asked a million times, sorry for that. But today, how many polygons is reasonable amount to use for a model (prop) I've been learning 3d modelling for few months now and to this point, I have really tried to keep polycount as low as possible for simplicity, speed and I kinda like the "straight lines"-look my game is taking due to this (and currently I just lack the skills to create more complicated objects) . But not everything can bee "hard and sharp". like seats. I made a test sofa or couch and used as few polygons as possible to get it's shape, then with much more ploygons, made it rounder and tried to bake normals and then use that texture in low poly model. It looked bad. I'm sure I made several mistakes with the process and I understand how it is essential if you want to have small details without additional polys, but for now, I decided to just try to use high poly version to get the roundiness. And it runs actually well and looks decent for a first couch I've ever made. But it has three to four times the polygons compared to my other few models I've managed to create. 12 325 polygons. 7329 vertices. Is it too much for a prop?
  13. And be sure to calculate normals in Leadwerks model editor after importing fbx file.
  14. Cool stuff, your mBot simulator looks neat!
  15. Thanks, I actually figured out what was wrong... Text Area widget needs to be in focus for scrolling to work! I switched focus too quicly back to text input field so when I delayed the switch back to input field, scrolling was able to finish!
  16. Yes, I think I can work with this, it is allready working well enough for what I have in mind. I might create new text area widget for multiline texts instead off adding to the old one. All in all, this is one final piece, soon I can start to create actual gameplay content and assets to finally create something you can actually play. I think I'll start project thread and post details of my game project. And demo.
  17. Another one with this... I try to autoscroll my text area and made this script: local i local offset = 10 for i=1,offset do self.scroll1 = self.slider[0]:GetSliderValue() System:Print(self.scroll1) self.scroll2 = (self.scroll1+1) self.slider[0]:SetSliderValue(self.scroll2) System:Print(self.scroll2) It works, unless there are more new lines than one. For some reason, it just won't scroll all the way down automatically if there are more lines than one added to the text area widget at the same time. I CAN scroll all the way down with mouse though. I tried with the unmodified TextArea script too, no luck. System:Print prints slider values long after the scrolling has stopped, so it is not that there is too few loops. Strange though, that no matter what "offset" I put, the result is the same. So how I can make text area scroll automatically all the way down when text is added to it? Can I "emulate" mouse wheel somehow maybe?
  18. Yup, some powerful stuff there in Leadwerks!
  19. Is there a list or links somewhere to previous challenges? I remember reading about "typewriter" style textdrawing script, but can't remember where it was or who made it!
  20. Thank you again for your help, @GorzenDev, I just got working the first iteration of the interface. This was a big milestone for me! I might never have looked Josh's chat example without your tip. One question arised though. How can I make/add own modified widgets or load modified script file to default ones? Now I just modified the stock ones (made backups).
  21. Oh, thank you very much @GorzenDev! I will look in to it this evening!
  22. Ok, I found TextArea and TextField scripts from GUI scripts. But did not know where to start with those. I know, I'm thick headed, but how those GUI widgets work? Or how I use them? Example, how to do this: I have terminal in my game world. When player uses/interacts with it, it opens a menu, where is only one thing, area where player can type text. When player hits enter, it stores what ever player typed to a variable. Again, I'm not looking for a full code, just pointers to the right direction and where to even start, thanks! Edit. So I found this. I think it is what I need...
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