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YouGroove

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Posts posted by YouGroove

  1. The hierarchy don't display the good names :

    I got "entity is nill" in my script and was unable to understand what was going on , until today i i seen the bones names was no more here and some was used in the script.

    So i restarted LE3 but i had to Re import the character model to have the good names.

     

    Scene name is not the same as General tab panel.

    post-3271-0-42142400-1425599368.jpg

    post-3271-0-22429700-1425600632.jpg

  2. The video shows other games, at first i thaught it was this game, but no sad.png

    Perhaps remove others games references to avoid making deception. You won't make some FPS game and in your video put in some passages Crysis 3 gameplay ?

  3. Will Leadwerks have to change to this?

    At some point it means, rewrite shaders only. IF LE3 is well designed and the editor is graphic API decoupled, the editor will not be impacted only the rendering.

    When LE3 Will go PBR this could be good at same time to move to Vulkan perhaps.

     

    It's unified API so you can make a game for desktop, mobiles, consoles and drivers should be less problematic.

     

    Valve support is also a big point.

  4. That sounds like a good and fun idea. Maybe we should start a game art thread on a particular focused theme and different people can submit there objects, textures etc.

    You can try, make some vote to ask who wants to participate , a first one like :

    Rock challenge and learn.

  5. I would like to see a Landscape/Vegetation Addon something that gives you everything needed to create full landscapes

    Until LE3 brings fast vegetation system it is useless , wait for the vegetation tool first.

     

    For rocks , plants , trees , its' basically photographic textures use.You only need some techniques for rocks and you can grab textures needed from CGtextures for example.

    Perhaps some people would be interested in some Art Landscape community project ?

    The benefit is anyone participating will share textures or basic models to use and techniques to make new ones in some easy way.

     

    Anyway, LE3 needs Character packs ready to use are more needed for gameplay, like basic one : soldiers, aliens, monsters , medieval.

    Why not proposing yo 4K to make some of it's packs ready for LE3 as DLC , there are more than complete and Pro quality

    http://u3d.as/publisher/manufactura-k4/1YC

  6. If you had C++, you could always code it yourself.

    We are not asking how to do it.

    If anybody had C++ , anybody could bring Physix or Bullet in LE3 right laugh.png

     

    It is for Lua edition only users and it's just a suggestion only. this feature would save lot of disk space.

     

    I got sounds but not in Wav format and i don't think you'll find lot of sounds packs in Wav format also ?

  7. I think what this is doing is specifying the pick type for the hitboxes (children) and the actual mesh (parent), and then removes the parent from future pick tests to increase performance. I just think it's easier to do it in two lines than to iterate through all of the children.

    I understand better now, thanks, sometimes when there is no comment it's hard to guess what coders are doing laugh.png

  8. We would need a complete documentation and examples about all that "Obscure" collision rules tongue.png

     

    It can become big headhaches each time people go advanced using collision and physics without proper docs or knowledge.

    Thanks for sharing.

  9. actually I am experimenting with that , and different model's with the scfi contruction kit and other textures , it's great so far groove

     

    That's cool.

    It's not easy perhaps as Sci Fi pack was not made or painted in a PBR way ? Post a screenshot when if you have a good result

     

    Don't forget to invert the roughtness map grey colors in a painting program, so your model will look close enought to the original. It's not a real PBR shader, and experimenting i found that the metalness has bigger impact on how the model will look in LE3 than the roughness map. It's up to you to test it.

  10. Yes, i'm just surprised people not using this metal shader effect for weapons and indoor/outdoor textures ?

    looksgood.jpg

     

    I added a light motion blurr and it makes the game looks even more good, more next gen.

     

     

    This is starting to come together nicely. Will be interesting to see your ideas for level design.

    I hope to have good ideas for level design ? we'll see.

    This game is a side project, but it could become a good advert for LE3 engine wink.png

  11. No the target loosed, it's a LE3 bug about scripts. In the game on my map the droid have "player" enitty assigned in the script tab.

     

    What is crazy , is just launching a Player Pick() have an impact oin the droid Pick(), because the droid uses Pick() every time.

     

    Ok, i just found the problem , when i have this line of code the droid don't find the player no more with raycast :

     

    self.entity:SetPickMode(1)
    
    

     

    If i remove that line, it works.

     

    I changed the code to

    function Script:Raycast()
    self.entity:SetPickMode(0)
    
    local p0p = self.p0:GetPosition(true)
    local p1p = self.p1:GetPosition(true)
    
    local world = World:GetCurrent()
    local pi = PickInfo()
    
    
    local picked = world:Pick(p0p , p1p , pi, 0, true)
    
    self.entity:SetPickMode(1)
    
    if picked == false then
    return 0
    end
    
    if picked == true then
    if pi.entity ~= nil and pi.entity.script ~= nil and pi.entity.script.teamid == 2 then
     --entityPick.script:decreaseHealth(self.damage)
     self.debugSphere3:SetPosition( pi.entity:GetPosition(true),true)
     return 1
    end
    end
    
    
    
    return 0
    
    end
    

     

    But using : self.entity:SetPickMode(1)

    And the dorid cannot detect the player again.

     

    Why Monster AI do two call in Start() function ?

    self.entity:SetPickMode(Entity.BoxPick,true)
    self.entity:SetPickMode(0,false)

  12. In UE4 I did use the APEX SDK from NVIDIA, but this is no NVIDIA here in Leadwerks. It is not critical to my project, I can use other stuff, but I just want to know if this is on to do list?

    Someone tempted Nvidia, but it seems it 's not easy to integrate it in LE3.

    http://www.leadwerks.com/werkspace/topic/11714-disabling-the-physics-engine/page__hl__nvidia#entry84674

    The best solution would be Nividia or Bullet physics support, i mean some active 3D engine with tools.Newton is not Nvidia big company. I didn't find work arounds.The best you could do is to make some cloth animations with variations also and play animations in LE3.

     

    For the TODO list i don't think the 3D engine will change soo , as this is lot of work.

    • Upvote 1
  13. A library could possibly be made that runs on startup of the game and does some analysis on your level and creates all these particle emitters with a given area and duration to make it so buildings will have emitters over it where particles only last to the top of the building

     

    Plugins, once LE3 will grow more , plugins will be the next big thing to have, and people will make such editor addons smile.png

  14. Why not simply using Navmesh polygons instead of collision ?

    It's just picking the right navmesh polygons around you and getting the heigh with a math formula.

    No collision, , no raycast, just simple search and math smile.png

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