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afecelis

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Posts posted by afecelis

  1. Hi guys,

     

    The title pretty much covers it, but one thing I'd like to see in LE3 would be a nice and simple to use UI editor, that allows to create menus for your games or applications. Also a simple way to add images (or even animations) to the menu background, as well as buttons, sliders, etc.

     

    I don't know if something like this is planned or if we'll still have to write our own GUIs using external libraries.

     

    what do you guys think?

  2. I'm a bit concerned on this topic as well as it seems C++ , C# and Lua will be the only programming options for LE3.

    As a non-programmer user, bmax seems a lot more understandable and easier to pick up than C++, so keeping it among the supported languages would be a major plus. :)

    The other option I'm considering is Lua as it's also more newbie-friendly, my only worry here is performance when comparing an interpreted to a compiled language like C++.

     

    But I'm glad you guys brought it up. I also know Josh is quite busy with LE3 and solving out major stuff for it so let's hope he still has some time to consider the use of Bmax ;)

     

    cheers,

     

    Alvaro

  3. Thanks Richard,

     

    You learn a lot from the community, today, after struggling the whole afternoon, I was finally able to load a skybox of my own:

    skybox_ok.jpg

     

    I followed this tut in youtube to generate the images in Bryce:

     

    and the final part in this other LE tutorial:

    http://www.leadwerks.com/wiki/index.php?title=Making_a_skybox_using_Terragen

    where it explains how to generate the cubemap using Nvidia;s nvdxt.exe tool.

     

    If someone's interested I can also capture a video tutorial on that :)

     

    regards,

     

    Alvaro

  4. Thanks for the comments guys :)

    About the bug, It's hard to tell cause I always export everything triangulated from blender, and besides that the gmf converter does its own conversion, so I don't know for sure what's causing it. It occurred a while ago with some models in my medieval map, and it seemed to be a problem of polycount, however, knowing how LE can swallow huge chunks of models it's hard to believe that can be a problem. Anyway, the way I fixed it that time was splitting the problematic mesh into smaller meshes and export them by separate. I'm about to try that approach right now so hopefully I'll be posting a new screenie with the complete building.

     

    I also spent some time in the forums last night, like I hadn't done in a long time, and was able to put up again a nice scene loader thanks to MarleysGhost, Macklebee, and lots of other users sharing their wisdom ;) It;s great to have the forum for resources. I was able to load my scene both in VC++ and blitzmax with similar results, however, checking the LE3 forums, there seems to be no support for blitzmax in it anymore. Is it wise then to stick with C++ only?

     

    cheers and thanks for commenting, I'll post a fraps video of the level soon.

     

    regards,

     

    Alvaro

    ps. It;s also a shame to see many resources got lost in the way or lead to dead links. (i.e. the files for the c++tutorials inthe wiki)

    like this link:

    http://developer.leadwerks.com/Tutorials/CPP/Abstract_File_System_Files.zip

  5. Thanks for the comments guys ;)

    It's very cool to see that even when u drop by after some time, the good vibe from the community remains the same.

    I'm also working on getting this building into LE:

    le_building.jpg

    But I'm having lots o problems with the polycount in the walls and the window frames. Right now I'm trying several workarounds to see what's best.(check screenie):

    http://telardigital.com/afecelis/leadwerks/le_building_01.jpg

    It should also be a good experience to share in the new tutorials ;)

     

    cheers!

    Alvaro

    ps. Building test render:

    http://telardigital.com/afecelis/leadwerks/revfinal_01.jpg

    ps2. I also know that what I got to do is split the walls/frames into several sub-blocks and export them 1 at a time, I just got to organize my scene a bit better exportation-process-wise ;) Hopefully my next screenshot will have the issues solved.

  6. Hi guys, long time no post. ;)

     

    Here's a screenshot of another architectural project modeled in blender and brought into LE.

    house_01.jpg

     

    A render of the house trying out blender's new render engine "cycles" is here:

    http://telardigital.com/afecelis/cycles/cycles05.jpg

     

    I'm also planning to update my video tutorials on "blender to LE workflow" so right now I'm testing everything out in blender 2.5, and using a different approach to convert the static models to .gmf. If everything goes fine I hope to start capturing the new tutorials next week. I'm also planning to cover some blender basics for LE users, like UV mapping.

     

    cheers!

     

    Alvaro

     

    ps. separate screenshots here:

    http://telardigital.com/afecelis/leadwerks/house_le01.jpg

    http://telardigital.com/afecelis/leadwerks/house_le02.jpg

    http://telardigital.com/afecelis/leadwerks/house_le03.jpg

    http://telardigital.com/afecelis/leadwerks/house_le04.jpg

  7. I model all of my stuff, game and non-game related in blender. From there it's just a matter of exporting to fbx (which blender does fine) and using LE's converter to gmf. Works like a charm! :D

     

    Or if you prefer the longer way and own unwrap3d pro, export to .obj (also works great from blender), open the obj file in unwrap 3d, re-save as gmf. Works even better!

     

    Not everything has to be straight from your 3d software to your engine of choice. Using a workflow/pipeline is always necessary as it offers diversity to the content-creation tools and possibilities to the designers.

  8. No bother at all Alvaro, but I dont remember ever drinking beer

    aha! then Macklebee is the beer guy! :blink:

     

    Thanks guys and MG for the replies. I'm trying to catch up once more with LE and your help really is a shortcut that saves a lotta time.

     

    regards,

    Alvaro

    ps. Gonna try the skybox as you suggested MG. BRB with any issues.

  9. You know me MG :blink: always screwing things up! lol.

     

    BTW, I'm checking your latest posts on bmax code. Have you got a "latest and greatest-loading scene example code"? ;)

     

    Also on your c++ and beer days when you created your loading scene example (here):

    http://leadwerks.com/werkspace/index.php?/topic/381-scene-loading-example/page__hl__simple+fps

     

    your second version of the code (the update for LE 2.3) still works great today, but in it you forgot to include the line to add the skybox, yet if I use the line from the original code it generates errors since it was bound to framewerk and lua I think.

     

    Mind if I bother you once more and ask for help on how to load a skybox nowadays? ;) (meaning the 2.40 days).

     

    prost! :D

  10. Hi everyone,

     

    Ever since my last "sync" with 2.40 I'm getting the following error when trying to create a project using LE's wizard (check image attached please):

    Indeed, if I check the folders, the .vcprojs, and the other files reported are missing. Has my installation become corrupted? Has anyone got an idea on how to fix it?

     

    kind regards,

     

    Alvaro F. Celis

     

    EDITED: OOOOPS! I apologize! silly me! I had the wrong path :blink: Mods please remove my post.

    post-22-048760100 1283553721_thumb.jpg

  11. But then if you need to run your project on another pc that doesn't have the SDK you're screwed ;)

    i.e. if you want to do a showcase presentation to a client on his pc. I always like to keep things local because of that, making sure all of the required files are there.

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