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scotty0351

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Posts posted by scotty0351

  1. When I check the billboard option on the 65ft-green-tall tree the greenfern asset changes to a dark green color instead of the color it should be. These are completely different assets but somehow it changes color when I check that option.

    post-2164-0-99749000-1337551366_thumb.jpg

  2. So my character assets are outdated and I’m going to have them redone but before I have this done I would like to know the best way to set them up for customization.

     

    Changing Tunic Texture

    The current mesh is mult/sub-object and the tunic texture is on a completely different map sheet so does this allow the tunic to be changed in game by the player easily or did I set this up wrong?

     

    Changing Helmets

    Each helmet is a separate mesh with its own map sheet. I figured this could be rigged in a certain way so the mesh could be changed out in game. Is this the right way?

     

    Changing Shield Texture

    Same as the helmet different mesh different map sheet.

     

    Changing Face

    These will be set up like the helmets being a different mesh and separate map channel.

     

    So if I wanted a customizable selection area in a game how would I import the assets and could it be programmed with the model being a mult/sub-object and just having one of the map sheets be switched out. And as far as rigging goes would I give each helmet and shield a separate bone which could be changed in the customization screen in game.

  3. What if the next next generation consoles ARE mobile? Make a good wireless controller for a tablet. Make a docking station that is cheap and have it hook up to TV's to redirect visuals AND charge the tablet. Now you have a mobile console and who wouldn't take that given similar visuals? Maybe we are taking the word "mobile" to literal when it comes to games. It can be stationary when we are playing games on it smile.png

     

    It would meet the requirement of games "just working" because of the more locked down hardware specs. I mean once you meet the requirements I stated above (which are all doable technology today) what would make it much different than a console? The added benefit is when I leave my home I can take it with me to do "computer" things. So it's better than a console and better than a phone and better than PC. It's all 3 in one! I would LOVE that, and I just have to imagine it's the direction it'll go. Docking stations ftw!

     

     

    I like that idea, all that connects the “Mobile Gaming Platform” is the docking station so this way the hardware can be upgraded every 2 years. That’s part of the problem with current consoles the hardware can’t be upgraded. It could also have options for different controllers whether this mouse & keyboard, Xbox/PlayStation controller, or motion controller.

  4. Yes this is a factor.

    I notice it a lot palying big advanced games, i put down the resolution from 1900 to 1200 to keep lot of features and details "on".

    1900 wide is too much even today, or you must have the last PC and last 3D card.

    So that's same thing for 3D game engine, windowed will be more slow caus all window stuff is displayed and managed.

    Fullscreen is like saying : "Ok now , forget the desktop and manage my game in priority"

     

    So you can just lower resolution window, to test and create your game (today, 1200, 1600 are ok for a bunch of PC games,

    so you should target that user resolutions for your final game project ? )

     

     

    Can I just lower the Leadwerks resolution window or will I have to use an exe file.

  5. Ar you sure it's not your resolution that slow down all ?

    I can run advanced games on 1024*768 on an old PC , but going in 1600, the games runs very slow !

    Or perhaps you should look on your Hardware 3D card settings on the 3D card menus ?

     

    Does games and other 3D stuff, run well on your machine also with some advanced settings on ?

     

     

    I tried this out and loaded the terrain_artic level and under 1920 x 1080 screen resolution my frame rate was 10.5 so I switched my screen resolution to 1600 x 900 and my frame rate went to 15. This reminded me of what I always do with the Leadwerks engine window and that is a maximize to window. I switched my screen resolution back to 1900 x 1080 and loaded Leadwerks engine and made the window a little bit wider and ran the terrain artic_level and my frame rate was anywhere from 28 to 30 frames per second.

     

     

    I had no idea this was a factor.

  6. First potential issue that comes to mind is I’m using the Day Night as my sky dome so I deleted that and had a jump of 3 frames per second. As far as texture size most are 1024x1024 and most of the trees are mult-sub object with textures for leafs (color only) and bark (color & normal).

     

    Update:

    Loaded the terrain_arctic and walking around I’m at 11 to 12 frames per second so maybe it’s just my computer.

  7. I thought I had to make the billboards myself but I guess not. I tried it out and I am seeing an improvement but I might have to modify the LODs further.

     

    I thought about adding rocks but my reference image didn’t have any rocks so I was trying to go without. I’m trying to recreate 12th century Duchy of Normandy (in modern day Normandy France) and I found some references of a forest near Rouen France.

    post-2164-0-49182700-1327862654_thumb.jpg

  8. I’m trying to export 2 LOD’s and a separate model for collision using exporter script for 3ds Max but I’m having problems. The reason I need a separate collision model is because it’s a short tree and I don’t want the leafs to have collision. When I export the model with 2 LOD’s and select a collision model it still uses the entire tree as collision.

     

    I exported 1 LOD with a separate collision and had no issue and also exported 2 LOD’s without a separate collision model and had no issue but together it doesn’t work.

    post-2164-0-74210300-1327026698_thumb.jpg

  9. I downloaded the “The Game” zip file and replaced the exe with the character2 file and I’m still moving the mouse too much unless I did something wrong. I also think strafing moving distance needs to be toned down meaning if I strafe right the character should only move a few steps to the right. I also think it would be better if the camera didn’t zoom out as much when I start moving but this probably depends on the type of game your making.

  10. Where are you turning on Align To Terrain? I can only see this in the vegetation layer options.

     

    I did find this though ... previous report of same problem

     

    Yeah that’s the same problem posted over a year ago he even talks about saving the level and reloading it. Saving the level and reloading it and switching to game mode is when the trees come unaligned but it seems not even single tree is off just certain ones from the group I selected and copied.

  11. I usually create a hand placed area of different size trees and bushes and then turn on align to terrain, set the collision to scene, and usually turn down the objects intensity then I Ctrl + drag to select the area of trees and then Ctrl + drag to copy all object in the area. I then switch to game mode and when I come back out of game mode the copied area of trees alignment is off. I move them so they snap and go back into game mode then out of game again and usually the alignment is off again. I’ve also tried to save the level and see if this fixes the problem but the trees don’t stay aligned to the terrain.

    post-2164-0-60603200-1309054699_thumb.jpg

  12. No I didn’t clean install maybe that’s the issue. But I’ve had so many issues with vegetation painting in the past that I was going to try and create a forest by Ctrl+dragging a large area of trees I don’t know if this is part of the issue.

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