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flaredsneeze

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Everything posted by flaredsneeze

  1. I've read in another post where Josh says that Brushes are not objects they are volumes? I'm not quite sure what that means but would like to know. Do brushes render out faster than mdl files? I would assume that they would be slower do to the fact that you can't delete out unseen faces. However, csg has the one advantage over an mdl that lead me to this post to start with, and that is because csg uses procedural texturing. If you model an entire building in a modeling program and texture it with a texture as big as 4096 x 4096 you'll still never have the same resolution as procedural texturing unless you are creating your models to be modular. I was thinking of creating a modular building set but then it comes down to a question about individual objects. Some editors have a limit on how many objects can be added to a scene. Does Leadwerks have an object or vertex cap?
  2. I've been reading and have noticed a few posts of people asking how to get swinging doors to work properly. Though there are two ways to go about this, one being that we could create a door using a brush then setting an offset for that door, or we could just do it the easy way and create a door using Blender. I prefer the second method myself. The most common mistake when creating a door in any modeling program is the fact that a door only requires a single cube to make, so often enough people will think that they can just resize that object to look like a door WHILE being in object mode. This whole idea is completely false. When ever you create an object, That objects entity marker will always rest at the very center of the object. So.... a 1 meter cubes entity marker would be placed 50 cm in on each axis, hence the reason why you need to set an offset to get the door to swing from the doors edge. Now the proper way. When you first start Blender you'll have that default cube that shows up and its object marker is already placed at 0,0,0. (Well, providing you didn't change the start up file). DO NOT MOVE THE OBJECT WHILE IN OBJECT MODE, if you do the marker will naturally move with it. When you enter edit mode and go into wire frame mode you'll see an orange dot in the center of your object, That's the entity marker. As long as your in EDIT mode that entity marker will never move. So select your vertices, edges or faces and resize the door and move it so that orange marker rests on an edge or vertex point from where you want the door to pivot from. Then just save and export the object out and it should work correctly without the need for offsetting. If anyone needs pictures to illustrate this, let me know. Hope this helps.
  3. Would I be correct to assume that 1 pixel = 1 meter? So a 256 x 256 would be 256 meters and so on..?
  4. Nice resolution, leaves should be in a vertical position and centered with the leaf base against the bottom of the texture. They are easier to work with. Of course we could do that ourselves. Thanks.
  5. @Josh, I mean no disrespect talking about Unity or UDK as being any better than Leadwerks, The truth comes down to the fact that I just don't know enough about Leadwerks to be making any real assumptions of what your program can or cannot handle. So I will take back that remark till I am more educated in Leadwerks to be making that kind of comment. Unity and UDK have a lot to offer in the way of power and their graphics are still very nice. But one can't forget that they both do come with a very heavy price tag in the end. However, I really don't think you'll see a comment like that from me again. I've been playing pretty hard with this program trying to learn all I can about it. I am realizing that this program really does have some nice features about it. And besides, it has lua and c+ support so how can it be any different really than any other so called "high end" engine. Am I right? Looking through the tutorials, I thought there were to few of them till I realized that there are some really good examples in the API Reference. One good one being the vehicle demo. But then the tutorials really are pretty explanatory. And I've learned a lot from them so far. I know nothing of LUA yet.... But have played with Dark Basic pro for a few years and noticed that the structure of LUA is very similar. I also like the fact that the 3D world studio editor is integrated as your world builder. Yes I was an owner of both Cartography shop and 3D world studio , I think I still have a copy of the 3dws but last I remember it didn't work on windows 10 properly. I've also had problems with DBpro which is what led to me searching out an actual graphical editor instead. I've been playing with this program for a week now and I can go on all day about the things that I like in Leadwerks. But what I like most... The program is down right user friendly and easy to use. Again Thank You.
  6. After Exporting a prefab object from Leadwerks to Blender, I found that the scale size in both programs are the same. When you use the default FBX exporter it will automatically scale up your objects by 10x. So with that being said. In the FBX exporter settings that shows up upon export to the left hand side of your screen, check the box that says Selected Objects next to it. Then set the scale to .01. that's it. hope this helps those that don't want to leave the default interface. @ocean you're right!
  7. I have just bought this program two days ago and liking it already. I know that it is not a top end engine as Unity or UDK but I must say it is very easy to use. So far. I've followed a few tutorials and learned how to use doors, the player controller and even figured out how to create my own characters with fuse and Mixamo and get them into Leadwerks flawlessly. And it works well with Blender. Finally a program I can have a little fun with. Thanks Josh. Nice program.
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