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YouGroove

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  1. YouGroove

    Dev Blog

    The docs looks great for new comers. I hope these points will be covered : - Collision types and custom types ,setting collision types, what collisions interact with others - Pick() collision and about that you must use a collision box model as child of bones for characters ; because Pick() don't work well with the Cylinder of the character physics. - Different way to create collision shapes (directly in The model with "collision" name, using invisible CSG, using the HitBox model, importing a Physhape. Why not adding a video tutorial section ? poiting to the bets video tutorials.
  2. You were sponsoring Unity
  3. Yeah, perhaps i'm just a robot spam.
  4. 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.
  5. The video shows other games, at first i thaught it was this game, but no 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 ?
  6. +1 Even with price increase due to Steam and LE3 parts, FlowGUI as DLC would open LE3 lot of new users beeing visible on Steam
  7. YouGroove

    DA 19 weeks in

    Your game view is top down far view, so you will be able to notice the effect only in the inventory ? Did you invert the roughness map ? If you want , send me your model and textures i can test and tell you. The shader effect works but sometimes you need a strong metallic value, roughness is influencing the shader but not as much as your metallic part. I mean simple quests : You find some NPC in some places fighting or protected form zombies on fortified places, you dialog with them and they propose you some quest task. Or you find a note, reading it , this is a quest telling you some treasure or something to find. Also event triggered quest : You fall in some hole with some underground and your characters talks alone saying he must find the exit, later he says he must find a mechanism to open the exit door. This is dynamic quest. Good luck.
  8. 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.
  9. You can try, make some vote to ask who wants to participate , a first one like : Rock challenge and learn.
  10. YouGroove

    DA 19 weeks in

    Do you use pivots to control house interior and exterior visibility ? So you have re usable indoor configurations also (group of models) as prefabs ? So you don't use any LOD for houses ? Texture mip mapping also or lwoe res texture for lower LOD ? BTW, the game and assets looks really nice.
  11. 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
  12. YouGroove

    DA 19 weeks in

    That's great. Beeing clear on the game gameplay and details is important. Will it be some missions or quests ? Does it uses a rest system ? You barricade a house to sleep in during some hours, only zombies breaking some door could awake you from your sleep and rest ?
  13. Hi, Be able to choose some 3 minimum alpha images on the particle editor , that would be randomly used when the particle is running to make some effects with more variety.
  14. This could be the problem. Try replacing all CGS by some Blender test model building, i think you'll get really better frame rate.
  15. Did you posted a bug ? Because parent/child functionnality is essential to work perfect in any 3D engine : high priority bug. I think we are talking about the same BIG bug http://www.leadwerks.com/werkspace/topic/12145-prefab-physic-child-wrong-position/
  16. Hide distant lights and distant interiors objects and hide interior Zombies just let them navigate but hide them. You have lot of zombies, so lot of scripts running, perhaps when 5 zombies are going around the player, just make the other roam arund with random destination like stupid zombieswihtout calling navigation functions. If you lower zombies maximum number zombies visibles and make them spawn from hidden points , it should work better. Good luck.
  17. We are not asking how to do it. If anybody had C++ , anybody could bring Physix or Bullet in LE3 right 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 ?
  18. You won't regret investing some time in Blender as you'll be able to go crazy and model anything very fast. It looks good and will look better with vegetation on terrain surroundings.
  19. 3D Coat calculates curvature and ocollusion for you, then you can use some special 3D Coat materials like metal scratches.
  20. I understand better now, thanks, sometimes when there is no comment it's hard to guess what coders are doing
  21. We would need a complete documentation and examples about all that "Obscure" collision rules It can become big headhaches each time people go advanced using collision and physics without proper docs or knowledge. Thanks for sharing.
  22. 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.
  23. Yes, i'm just surprised people not using this metal shader effect for weapons and indoor/outdoor textures ? I added a light motion blurr and it makes the game looks even more good, more next gen. 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
  24. 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)
  25. In fact i was thinking about advert and promotion, nothing is shown about GUI. So showing on videos or adverts FlowGui and some of it's coool features and examples like Inventory , will be better perhaps ? But if you have ideas to bring something related to GUI in LE3 it's even better.
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