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BES

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Everything posted by BES

  1. Depends on the model.... 3D World Studio and Leadwerks 3 have a nice in-editor tool to build quick objects(quicker than Blender,but not by a lot).. so all the non-terrain walk ways,hallways, tunnels and such can be quickly and easily made in 3D World Studio or Leadwerks 3 editor ...but for adding details and such I would like to export it.. I wasn't thinking about exporting terrain mesh ..but that would be nice also.. I am just saying that ..I read somewhere that Josh is merging 3D World Studio with Leadwerks 3 ... I see it already in 3.2 ...but if he truly wanted to merge the two he needs to add the export option that 3D World Studio has along with the other tools,like carve,hollow,slice plane, extrude face, and mirror ..
  2. That is very cool, thanks for the info.. guess I can try messing with voxels too then. Sorry you lost your work though...its why I have back-ups on several drives.. I still end up losing stuff but not as much as I would if I didn't back up anything..
  3. Here ...this is a hallway I made in 3D World Studio(Builder Edition..if that matters) ..I exported the model pieces to .X format opened it in Blender ...this is the blender render: http://www.pasteall.org/pic/show.php?id=73382 Here are the pics of the hallway in a game engine: http://www.pasteall.org/pic/show.php?id=73383 http://www.pasteall.org/pic/show.php?id=73384 Took 5 minutes to make the hallway and export it to a format that Blender can open and also about the same amount of time to get it running in a game engine. But the goal is to be able to export it from the Leadwerks 3 editor to be able to make modifications to the model in Blender..
  4. I just figured it would be a given, right click on a model made in the Leadwerks 3 Editor to be able to export it to an .fbx or .obj or some other format that a 3D modeling program can open.. I mean if Josh insists on merging 3D World Studio with the Leadwerks 3 editor(instead of just updating 3D world Studio...) ... there was an option in 3D World Studio to export "selected object" to several different model formats..
  5. Thanks ..but I said mesh exporter and I mean from the Leadwerks 3.2 editor ..on the top where it says export, or it should be there when you right click on a selected model an option to export the selected model pieces...all I see is an option to export to the valve .vmf map format...
  6. Blender has everything you should ever need ...TONS and TONS of free tutorials on youtube for it.. You can sculpt, mesh paint,cell fracture,animation,rigging, easy UV mapping,tons of plug-ins and add-ons,deform,extrude ..the list is very very long ...for a free program you cant beat it..
  7. There should be an option to export any model made in the editor to a file format that can be read by Blender,3ds Max, Maya..those 3 at at the least.. a format that saves everything about the model..or just about everything.. Only being able to export to a valve format seems ...restrictive
  8. Benchmarking LE3.2 what version?(indie lua or normal C++)... a default map or something? Ai and events map(lua version) runs like a snail in debug mode on my laptop (around 4fps) and around 25FPS just running it normal(sometimes dropping to the 15FPS range).. Laptop specs: A6-3400M 1.4ghz quad-core APU (2.3ghz dual-core turbo) HD6520G graphics (DX11)(catalyst 14.4 drivers) 8gigs DDR3 1333 ram Windows 7 Home Premium 64bit SP1 So I consider my laptop the bare minimum ...
  9. Hmm...I assumed this engine was too slow to use voxels... what FPS are you getting?, exact FPS ..since I see 1 screenshot... does it drop a lot or maintain around the same?
  10. Yeah .. even mobile devices are multi-threaded now ... so that should have been added to LE .. working on a way around that issue though.. In the other engine I am working on ... I have a C# script that enables multi-threading on the fly when streaming the scenes.. figure I can modify that to work with LE. I will eventually switch the LE3 C++ since I doubt the .net wrapper works with the lua version that I have ...to be honest I havent tried to see if it would work though.. Maybe multi-threading will be added to LE 3 later (unless it has already and I didnt notice...)
  11. Since the scenes will be so small I figured pre-load all or half of the scene ...but it will depend on the system specs of the person playing the game.. I am using LE2.5 currently with C# ... because I am already working with another engine that uses C# also ... and want to be able to use the same or similar code..
  12. I dont have any pics or videos ...BUT ...I am working on a streaming system ... Basically it will "stream" every object in the whole scene depending on direction the camera is facing,distance from the camera,direction the character is walking etc ..etc.. everything behind or to the sides of the camera is unloaded to save memory.. Each scene will be small ...sort of like "modules" ...so if I have a scene with a space station for example ...with a few things like a nebula or debris field ... when I meet a certain point in will pre-load that scene ..then stream it in as im traveling in that scene.. If im traveling through space in a ship basically it will do the same thing ...each scene is loaded and streamed in as the ship flies through that scene.. I am not good at explaining things ...haha ...so if that doesnt make sense let me know.. Think streaming internet packets ...pretty much similar to that but the whole game will be installed on your hard drive or SSD.. Basically I am doing it this way to save resources ...should run better on every system ...even my low end laptop.
  13. I am working on 2 projects but 1 is using Leadwerks Engine ..the other one is using a different engine.. So far though my focus is on the other engine atm..
  14. Thanks guys, this is what happens when clicking on the options button in the menu, this new one slides into place, while keeping the nice space view, can select resolutions from 800x600 all the way to 7680 x 1600 and choose between mouse, keyboard, mouse and keyboard, PC Gamepad, Joystick, steam controller, and Xbox controller: http://www.pasteall.org/pic/show.php?id=69958
  15. Michael_J ..I love your progress, something I would play, just from the detail of the ship interiors... great job! Just looking at the quality work other people put into their projects tell me I have a while to go now.. been trying all sorts of things ..each thing ending in some sort of failure due to my limitations ..mainly in the programming area.. Example, it took me two days to set up this main menu screen, with moving asteroids, a sun that has some moving effects, menu buttons have effects when you hover over them..when you click on certain ones a new menu will slide into view...etc : http://www.pasteall.org/pic/show.php?id=69955 (click the pic anywhere if you want to zoom) But after I published a demo none of the buttons respond like they are supposed to ..when mouse hovers over them..haha ..very frustrating.. NOTE: I am not asking for help ..just noting that others seem to be able to do things better and faster
  16. As always ..your tutorials are well done ...thanks for taking the time to make them Aggror.
  17. Funny ...but no ... its "Planet Z" ..atm ...since that is what I called the custom shader.
  18. http://www.pasteall.org/pic/show.php?id=69195
  19. Nice job..looks good. My recent creation : http://www.pasteall.org/pic/show.php?id=68250
  20. BES

    FlowGUI

    But your so good at Lua ...been watching your tutorials since LE2.5 ..thanks for your work on the GUI anyway ...good job.
  21. Space ship WIP: http://i303.photobucket.com/albums/nn134/BES12000/SpaceshipWIP.jpg~original
  22. Yeah I was sort of disappointed by this test : http://www.youtube.com/watch?v=YmFJ_QAz07A was 5000 cubes ...comp started lagging badly...
  23. Agree with this ... I have been experimenting ... tried to make a "tiled" space ship ...the triangle count was hitting 30k with a high draw call count ... so I moved to large,low poly blocks( 6 faces) .. now its hitting 14k triangles with 10 draw call count .. and the model looks exactly the same ...leaves room for adding more/other things to the scene .. When im done building the model im going to combine all the parts into a single low poly model...that should further decrease the poly count..
  24. I agree with Aggror ... and I agree with Rastar a plug-in system should have been added to LE3 from the start ... but we beat Josh over the head with it before and that didnt work.. I think that option is dead Jim..
  25. Cool YouGroove ... I made this planet terrain by hand in L3DT(draw tool) .. its my first one that works ...they will look better later http://www.pasteall.org/pic/show.php?id=58997 ..original map size was 16384x8192 5meters per pixel.. And sorry ..dont ask me to post any in-game pics of the planet...since they currently dont work on Leadwerks 2.5 (working on it)..(dont have LE3 yet)..
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