wailingmonkey
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Posts posted by wailingmonkey
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Everyone can do such workflow with leadwerks. All Josh needs to do is a simple function which allows to turn selected models into a group.
Without a grouping feature it would be a bit tricky to select the building as one. decals are done by quite some forum members now. maybe
they even can be done be displayed on geometry
sorry to quote you again, Michael, but you seem to be dismissing what appears to be a valid example of a few feature
requests as if they already ship with the engine. It may be possible to emulate what's going on in that video currently with
LW and a good bit of custom programming, but the toolset to do it is not currently in existence...hence the OP's request
I'd imagine.
Why would an artist/level-builder not want such a toolset at their disposal?
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... I also can do it with any other engine out there and turn it into a prefab/group (ok not LE at the moment).
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Doesn't this kinda underscore the reason the OP was making this request in the first place?
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I'd probably try something like this:
I've shared a UV-mapped version of the above if you want it here: blast crater (no .gmf ... just the .obj)
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it's going to depend on the object in question's actual scale in the scene
as well as it's importance to the level. (and expected distance from the player/camera)
you will be wasting valuable memory by using 4K X 4K textures on 'everything'.
bad example, but does the custom coffee cup with the "I love Fridays" in the
breakroom level really need a 4K texture? (realistically, you could probably
have it 256X256 with proper UV space set to the text itself)
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I'd love to see (in this order):
-Path finding library(including formations, hiding behind geometry, avoiding collisions)
{-Collision Detection and AI}
-NPC Behavior library
-cut scene manager system(interactive/non interactive)
In your examples for Path Finding, it would seem that they are basically forms of 'NPC Behavior',
so I'd love to be able to just plug any animation in based upon a specific criteria being met.
(ex., villain is leg-shot, so 'lower_health=%50' and a 'limp' animation can be blended into the
normal 'run' animation). Allowing for that, or similar, style of blending and customization would
be awesome.
And this would bring me to my own additional library request, which would be that of 'collision
detection and AI'. Ideally, this would again allow for custom assignment of criteria and response
on our part. (so another example: NPC struck by sword on arm, play animation 'arm-hit_drop-weapon'
blended onto the normal upper body 'defend' animation) It would be wonderful to be able to also
define the collision object bone as well as a radius from said bone.
I too would pay for 'libraries' like these. B)
When LUA was first proposed, I had thought this kind of thing (libraries, or self-contained coded
'plugins' to LE) was one of the intended uses...but I'm curious how your idea of 'Libraries' would
work.
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nice job, wh1sp3r...kinda gives the engine an 'Unreal engine' feel.
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good luck, Michael!
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maybe something with voxels?
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Pancakes...good start. In terms of facial anatomy, you really should pick up a cheap anatomy book to
hit some general 'rules' of structure (unless you're going for stylized). Some initial things that stand
out are that the base of the nose is well under the ear-lobe (front-view) when it should be about level.
Also, where the ear connects to the head is generally where the eyes line up. With a decent anatomy book
you will see proportions and tricks for alignment of facial features, etc... well worth the '2-5 cups of
coffee' investment!
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nice job with NPC Action...reminds me of GTA:SA and having 'hommies' follow you around.
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time delay weapons and booby traps...
effective camoulflage....
--Mike
I initially took the above to mean literal 'time delay' weapons, and not just delayed fuses, so...
a counter to these traps, called 'burst' mode (which depletes without some form of recharging):
- speeds the player's movement for a short distance (opportunity to show off kewl rendering techniques -- both from
the player's perspective and those viewing the player)
- can be used to counter getting stuck in a time-delay booby-trap (one that makes the player move like molasses
and become an easy target)
- can take you out of harm's way ('incoming!') far enough from blast radius that you don't die
- can be used to get somewhere faster, if you can afford to use it that way
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oops...just didn't want to leave anyone out.
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great work, Marleys Ghost and Macklebee!
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hmm...think you might want to change the ball-joint in knee to a hinge joint,
and the hinge joint in the ankle to a ball-joint...
in traditional DCC packages you'd also have an 'up-vector' object controlling the
alignment of where the knee/hinge joint should be directed.
but I'm no animation expert </legal clause>
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that friggin rocks...nice work, Niosop!
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these work pretty well to relax the muscles overnight...
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ergo, not exactly what you said at first, is it?
anyhow, not trying to demonize you....just get tired of seeing people put stuff up for
free and of their own sweat and then have those that reap the rewards barely manage to
either put forth some of their own effort to try it, or at the very least say a bit of 'thanks'...
apologies for derailing, TylerH.
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I didn't 'down-rate' you (don't ever really check those things nor think they mean much), but come on:
Below is a drop in replacement for postfilter.fragyou can't take the time to do that, why should he?...or move on and save your comments for yourself.
(doing the above quote would have taken less time than me commenting now )
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there seems to be *some* difference in model-viewers, but I was comparing 2.26 to 2.3 when
I tested...anyhow, here's a screenie of the rock in 2.3 with edits I made to the specular. (below)
I've uploaded all my changes here: http://www.mediafire.com/?nm4wwmz1izm
and you will see that the 'new_SPEC.tga' is way more subtle in terms of value and highlights.
I also edited your .mat file values for spec and gloss to 1.5 and .5, respectively.
Take note of the 'spec-changes-screenie.jpg' in the .rar file to see how drastically different
the specular alpha values look in 2.22's TextureTool.exe program that Josh made for us way back
when. (I'd advise you download it for your future material edits, as it's quite handy)
Of course, maybe you are going for a very shiny wet rock and should disregard all of the above...
*edit* By the way...you may want to edit your UVs a little so you can take care of the seam issue
you've got going right now...or maybe not.
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did you already see this thread:
http://leadwerks.com/werkspace/index.php?/topic/482-bone-riggingskinning-question/
here's a pertinent link: http://wiki.polycount.net/Shoulder_Topology
Leadwerks needs tools like this...
in Suggestion Box
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excellent!...so you've already got a vertex-painting GUI and a pre-fab manager implemented into LW...sweet!