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Posts posted by YouGroove
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Bood. I will give it a try.
The link about collision table no more exists
http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/scene-browser-r675
A complete documentation about collision set up and responses is really missing in LE3, not only some code example, but a detailled documentation.
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This is the way i will go.
The question is not how, but more it is possible :
To have a physic volume not physically colliding with other physic objects, but still able to trigger a collision when it overlaps the other physic objects or scene objects ?
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I run my game at 60 Fps with Quality = 1, but shadows are really only near the character and no more visible in some small distance away
Changing quality to 2 and the frame rate drops to 26 Fps
Shadows are the main factor, as they will appear in bigger distance.
It would be usefull to have a optionnal shadowing technique able to perform faster, perhaps more approximative, but faster when we display distant shadows.
(something similar to Anti Aliasing like MSAA that costs power and the alternative FXAA lot more light and producing good results)
Thanks.
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It is possible in LE3 to have Overlapping collision detection without collision reaction ?
I mean you make some collision cube with a script.
This cube is attached to some character hand.
At any time when the cube overlaps any other collision volume like scene objects or other characters , it's script will fire the collision detection function, but the cube don't react to physics.
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To delete
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Some TPS working camera example for you.
Remove all uneeded code
import "Scripts/AnimationManager.lua" Script.Camera = "" --entity Script.teamid=1 function Script:Start() --self.btnExit = Button:Create("Exit", 0, 0, 100, 50, self, self.btnExit_Click) self.playerMovement = Vec3(0,0,0) self.cameraYaw = 0 self.cameraPitch = 10 self.dx = 0 self.dy = 0 self.mousePos = 100 self.trapMode = false self.stars = 0 self.shooting = false self.moveSpeed = 10 self.fireRate = 500 self.lastFireRate = 0 self.alive = true self.dyingAnimationComplete = false -- 2 "layers" of animations. the base layer and the upper body layer self.baseAnimMgr = AnimationManager:Create(self.entity) self.entity:SetKeyValue("type", "player") self.state="idle" self.attackName="" self.pick = PickInfo() self.entity:SetPickMode(0,true) end function Script:UpdateWorld() if self.alive == false then return end self.entity:SetRotation(0,180,0,true) self:Movement() self:CameraRotation() self:Animations() end function Script:attackEnd() self.state="idle" end function Script:CameraRotation() -- rotate yaw and tell the player about it so the character can use it in SetInput() local mpos = App.window:GetMousePosition() self.dx = Math:Curve((mpos.x - self.mousePos) / 10.0, self.dx, 3.0 / Time:GetSpeed()) self.cameraYaw = self.cameraYaw + self.dx -- rotate pitch self.dy = Math:Curve((mpos.y - self.mousePos) / 10.0, self.dy, 3.0 / Time:GetSpeed()) local pitch = self.cameraPitch + self.dy if pitch > -25 and pitch < 55 then self.cameraPitch = pitch end -- reset the mouse position App.window:SetMousePosition(self.mousePos, self.mousePos) end function Script:Movement() -- handle player movement self.playerMovement.z = ((App.window:KeyDown(Key.W) and 1 or 0) - (App.window:KeyDown(Key.S)and 1 or 0)) * Time:GetSpeed() * self.moveSpeed --self.playerMovement.x = ((App.window:KeyDown(Key.D) and 1 or 0) - (App.window:KeyDown(Key.A)and 1 or 0)) * Time:GetSpeed() * self.moveSpeed if self.state=="attack" then self.playerMovement.z=0 end -- reduce speed when moving backwards --if self.playerMovement.z < 0 then --self.playerMovement.z = self.playerMovement.z --end if self.playerMovement.z > 0 and self.state~="attack" then self.state="walk" end if self.playerMovement.z == 0 and self.state~="attack" then self.state="idle" end -- move the camera to the player and set the yaw from 3rd person view self.Camera:SetPosition(self.entity:GetPosition(true), true) self.Camera:SetRotation(Vec3(self.cameraPitch, self.cameraYaw, 0), true) -- offset the camera up and back self.Camera:Move(0, 5, -15) -- rotate the model along with the camera self.entity:SetRotation(Vec3(0, self.cameraYaw +180, 0)) -- move the controller in the rotation of the player self.entity:SetInput(self.cameraYaw, self.playerMovement.z, 0 --[[self.playerMovement.x]], 0, false, 1) if App.window:MouseHit(1) and self.state~="attack" then self.state="attack" self.baseAnimMgr:SetAnimationSequence("attack", 0.01, 50,1,self,self.attackEnd) end end function Script:Animations() -- consider base animations here if self.state=="idle" and self.state~="attack" then self.baseAnimMgr:SetAnimationSequence("idle", 0.005, 200) end if self.state=="walk" and self.state~="attack" then self.baseAnimMgr:SetAnimationSequence("walk", 0.01, 200) end end function Script:UpdatePhysics() end function Script:Draw() -- the order we put these in matters! self.baseAnimMgr:Update() end function Script:PostRender(context) end function Script:Delete() end
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Recalculating normals treshold should fix it using flat surfaces instead of smoothing groups.
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Got it working without using matrix.
self.sword = Model:Load("Models/sword.mdl") local child=self.entity:FindChild("Bone_002_R_002"); if (child) then self.sword:SetParent(child); local pos = child:GetPosition(true) pos.z = pos.z + 1 pos.x = pos.x - 0.5 self.sword:SetPosition(pos,true); local rot = child:GetRotation(true) self.sword:SetRotation(rot,true); end
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fxaa contrast toon is the only one that doesnt hurt my eyes
Contrast should be an option you can turn on and off to suite your eyes
I don't know if it is possible to have some luminosity option in LE3 to adjust by code for some option menu ?
Also, how do you do the cool emoticon? lolYou mean that one ?
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to delete
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You only see the bad side of things
Without it we would never been playing Divinity Original Sin, Star Citizen, Shovel Knight etc ...
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For such simple characters and simple armature structure, its is nothing realistic, very simple armature, the best way is to make animations yourself , because it will be simple animations like in the game Cube World.
Animating is just rotating one or two bones, save keyframe, rotate some bones save keyframe and that's it
If you have animated already in Blender or other software, animating such simple armature take only some minutes to make a move is more fun then a pain.
(Because you won't mimick reality with prefect walk and attack moves).
Some example of free offset armature :
I deleted a bone to have the possibility to move upper freely while keeping lower not moving, for moves like idle for example.
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I'm trying a small LE3 game that will use simple AI, non realistic graphics because i'm already full buzzy as 3D artist. So i choose a style that allows me to create quickly characters in some minutes with Magica Voxels too, and rig them as fast.So i can concentrate on gameplay and features instead
workflow test : Magica Voxels -> Blender rig -> LE3
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. painting is possible with 3d coat but most time you press ctrl-z because it make not what you want.(like blender
It is a joke ?
3D coat has many many tools for painting like shapes, curves , region freeze , material fill etc ... any type of layers and you can paint on channels like diffuse or normal.It's super advanced and you can paint almost anything in some as easy way as photoshop with layers and tools.
I don't understand someone saying painting with 3D Coat is just possible
Don't blame the tool , blame your lack of skills and practice
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I use two wways :
- High poly in 3Dcoat , Zbrush, Sculptris -> Retopo and bake normal map and occlusion map -> export for painting
- Directly modeling in Blender or Silo 2 and UV -> export for painting
I use 3D coat or Substance painter, they are great to paint on diffuse , normap map, metal map and roughness maps.
Both supports PBR only, like all 3D engines that moved to PBR, we just need LE3 to get PBR some day to be able to use painted assets from these programs
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Personnaly, i prefer the standalone installer and be able to launch Blender in any PC without needing any internet connection or any Steam client.
Blender is open source software. The goal of this is simply to reach more users (free advertising for a free product). If you want to add something to blender, learn how to contribute to the open source world. Don't be a turd by trying to profit off of humanitarian work.+1
It will reach more users now. It is free and even better than Maya LT.
LE3 strange lags
in General Discussion
Posted
I runned two projects in my desktop PC, i have the same problem on both :
The games runs 60 Fps and each 3 seconds physics start to not respond and FPS drops to 10Fps, then FPs jumps up again to 60Fps, and same loop.
I tested with Vsync off, in my Sci Fi project and teh simple Voxel project, with firewall deactivated.
Does anyone experienced same issues ?
(games just runs fines on the desktop)