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YouGroove

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Posts posted by YouGroove

  1. 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)

    post-3271-0-82317700-1431901253_thumb.jpg

  2. 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 ?

  3. 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 sad.png

    Changing quality to 2 and the frame rate drops to 26 Fps blink.png

    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.

    post-3271-0-42981700-1431867363_thumb.jpg

    • Upvote 2
  4. 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.

  5. Some TPS working camera example for you.

    Remove all uneeded code laugh.png

     

    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
    

    • Upvote 2
  6. Yes! The sunglasses one! What keyboard code do you use?

    Do you use a PC or a phone when your browse LE3 forums ?

     

    To have the icons list you just need to click on the smiley on top and it will display the smileys list.

    We could ask some new LE3 tutorial about smileys if you need it laugh.png

    post-3271-0-23055500-1431727532_thumb.jpg

  7. 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
    

    post-3271-0-67386500-1431723036_thumb.jpg

    • Upvote 2
  8. My sowrd is too big and needs a rotation.

    How to change that in the code ?

     

    self.sword = Model:Load("Models/sword.mdl")
    
    local child=self.entity:FindChild("Bone_002_R_002");
    if (child) then
    self.sword:SetParent(child);
    self.sword:SetMatrix(self.entity:GetMatrix())
    end
    

    post-3271-0-78747300-1431722560_thumb.jpg

  9. 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 biggrin.png

    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? lol

    You mean that one ? cool.png

  10. 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 cool.png

    If you have animated already in Blender or other software, animating such simple armature take only some minutes to make a move laugh.png 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.

    post-3271-0-99971300-1431713217_thumb.jpg

    • Upvote 1
  11. I have the same visual problem with terrain already discussed but if don't find the old threads.

    How to disable the LE3 specific terrain visual texture effects ? I just want a simple multitexture rolleyes.gif

     

    (Some option in the editor to disable this effects would help lot of people using terrain)

    post-3271-0-06399300-1431702191_thumb.jpg

  12. 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 cool.png

    workflow test : Magica Voxels -> Blender rig -> LE3

    post-3271-0-68747300-1431691670_thumb.jpg

    • Upvote 8
  13. . 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 laugh.png

    Don't blame the tool , blame your lack of skills and practice sleep.png

  14. 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 smile.png

  15. 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.

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