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Posts posted by YouGroove
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It's again info hidden on the forums.
It would be good to have some official custom collision tutorial and official documentation page showing use cases
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Yes it works , but not in all Blending cases.
I needed alpha to work even with tracer effect using blende mode = "Light"
For emissive effects it seems it's not possible to control their alpha until you create a custom shader, anyway i won't use it and use other effects instead as a work around.
And i think we can forget particle lightening in LE3.
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I would want mobs to have raycast only colliding with :
- player
-scene
- physic objects decoration
But have the raycast not colliding with some static barriers.
(The mobs will fire at player even when it is hidden behind some specific cover objects)
How to code that declaring new collisions ?
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I have the code for Y rotation :
v.y = pos1.x - pos2.x v.x = pos1.z - pos2.z local angleY = Math:ATan2(v.y, v.x) self.entity:SetRotation(0, angleY, 0)
What is angle on X ?
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I tested your map , and just closing the area with walls , only keeping a point light, we can see Shade mode not working with lightening.
Also i don't ask alpha trick, just simple particles reacting to lightening.
Here, I set the alpha curve of the emitter so it only gets up to about halfway, and the smoke blends into this high-contrast scene very well.The Alpha curve don't works with particle, why trying to use it as it has no effect on the particles ?
it's a bug if you were not aware of it
http://www.leadwerks.com/werkspace/topic/12137-particle-alpha-bug/
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Try Blender : Unlimited booleans possibilities
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It's a fail, using Shade mode and the particles just don't react to lightening, no difference like with alpha based particles.
Until LE3 gets advanced particle systems, i htink we can just forget it
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I think thats the requirement though - background to be white if using the shade blend and you cant use the start/end color options because it will affect the white background.
What are the color rules ?
I have no documentation, not tutorial , nothing on that
Just trying using white for the two color slots, it works, the Shade mode is like transparent.
But again it fails : shade mode just don't ract to lights
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5000 particles @ 50-Y velocity:
You beat me at showcasing the problem
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I know.
I also thaught they were entirely rethink the interface and making some big top bar to switch between modes (model, UV, animation ...) for version 2.5.
Unfortunatelly this was just a surface redesign, Blender interface philosophy remains the same.Only major additions additions are : Left Bar for tools , and right bar for stack of objects and properties.
The issue for some people is that Blender mixes too much things together instead of separating with windows rooms like 3D Coat.
Anyway, simple modeling is not so hard to understand , specially with the new left panel, but indeed that's not the best interface.
Zbrush is also disturbing at beginning and it's special interface, perhaps they will change that for Zbrush 5.
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For now you can simply make a delayed scale curve to make sure that the particles are rotated by the time they are scaled into visibility.
Also using more particles examples you will see lot more the bug in some cases where you will need a real fix.
(In my example , this is a vertical flame beam effects as it needs the base to remain big.)
I'm not going production game anytime , but it was another showcase example as in some use cases , it is very obvious.
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It's funny how majority of these conversations tend to end on Blender even though it is NOT the simpleset or easiest to use
It's not hard once you have used it many times, it's like driving some boat, you must practice before having some pleasure.
Oh don't tell me it's so hard to use, now you have almost all functions essentials exposed on left menu, and the simple bottom menu for object mode and cursor mode.
Or press space and it will bring the menu window where you can enter also the first words of your command to find it like "Bev" for Bevel.
And you will work lot more faster using key shortcuts then having to drag the mouse to a button menu each time.
For example : "S" to scale, "E" to extrude and you can customize all your shortcuts.
Blender got the work done and done fast with many tools and options that other modeling apps don't have.
But i understand , the interface is not appealing perhaps (you can change the theme), it has some learning curve, it looks less friendly indeed.
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Silo 2 and ray supreme
Check Ray Supreme review, they are not so good
http://store.steampowered.com/app/262650/
From no updates from 6 months, bugs , export problems etc ...
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I would say Silo, it's very simple and universal manipulator is very usefull.
If you had 3D coat, it could be easy also.
About animation, Blender is straight forward once you have the basics.
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Yep, lot beauty comes from the textures.
Also they use a clever system using :
- non detroyed texture material for top of walls
- destroyed texture material : used for bottom of walls for example.
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Another
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For people interested in the game texture and 3D art
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Some barrier (entirely made in 3D Coat)
Hummm triangulation from 3DCoat problem ?
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Collision Type input field
in Suggestion Box
Posted
It would avoid in many cases to create a script if we had the ability to enter a number value for the collision type for a physic object.