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YouGroove

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Everything posted by YouGroove

  1. It will be hard to manage if you use phycis Add forces, impossible to be precise. With PhysicsSetPosition you must prevent non needed character rotations : self.Entity:SetOmega(0,0,0) The other problem is if encountering an obstacle using PhysicsSetPosition(), physics are jittering against obstacles and character can go throught collision if you use big values for PhysicsSetPosition. So you'll need a raycast (Pick()) function call , to determine if an obstacle is in front of player, in that case just don't call PhysicsSetPosition if the player is pressing forward key. Perhaps i'm stupid, but why don't you use Character Controller ?
  2. New update : http://www.leadwerks.com/werkspace/topic/10215-contribution-metal-shader-for-le3/ I don't know, it's not very important, but i'll stay with one view only, and i will keep the game as most simple as possible as a side project. It will be hard to find enought time to work on it , as i'm working as 3D artist in a small indie team using another 3D engine, and i'm also trying to finish two other mobiles games (3d and 2D), so i'm really fully occupied For medium to bigger games, honestly i prefer to work in a team and not solo, as you can concentrate one some domain only while other work on their own, and the game grows very fast. Otherwise it takes ages to produce all content and gameplay alone if you target detailled world and quality with advanced gameplay.
  3. They are in the workshop That's strange browsing the workshop i don't see it ? But looking at files i published i see it.
  4. It is available for static models , but nobody uses it ---------------------- Trying to figure out what will be the best gameplay and view ?
  5. Hi, Does someone uses Day Night cycle in LE3 ? What is the best way ? Control some directionnal light or is there some specific shader available.
  6. I made PBR effect Animated version. It looks really good,i'm suprised no one using it for strong metal like weapons for example. i'll upload PBR Effect shader files to the workshop is someone is interested. Textures looks a bit strange , it's not the shader but a problem with normal map import in LE3. It's so good to have some approximative PBR effect, it changes your metal based assets look radically.
  7. Metallic shader is back. All textures are WIP.
  8. Complete AI is working with player health management Finished animated Turret turning to the player and making damage Next is adding sounds and good effects.
  9. I did a wrong upload, i won't access the zip until mid or week end as someone else is using my laptop, so i will upload the Zip sometime this week.
  10. It's at terrain creation ? Can't we change terrain visibility by code or in the editor ? This is not a problem as i can re create the terrain as it is prototype only.
  11. if mass ~= nil and self.maxcarryweight ~= nil then if mass >0 and mass < self.maxcarryweight then ... ... end end There are better ways, but this should make your code more secure.
  12. It is not in World commands , and not in the editor ? Where it is ?
  13. Awesome tool. Here is some ideas that could make it more complete : - Pivots named "pauseXXX" ? When the destination pivot reached is named "pauseXXX the camera would pause for a delay of XXX milliseconds before continuing it's path - pivot named "Jump": When the destination pivot reached is named "Jump" in the list , the camera will jump directly to the next pivot position without following curve path. - For each pivot position , ability to enable a script attached to the pivot Each pivot could have a custom script named "cinematic" and this script would be custom with entities fields , and it would just launch entities functions. For example : starting a particle system of some entity , lauching character animation of another entity, or anyhting else.
  14. Going high on Y, we see water holes.
  15. Verify by code pickInof.entity is not nill and pickInfo.entity:GetMass() returns a value displaying it on screen for example. The error says you try to compare a number with nil , so one of the elemenst of the comparison is nil.
  16. Hi Loading and placing a prefab by code , containing physic child objects, the physic child objects are always place at the same position that is not the same as the prefab position. While dropping the prefab in the editor and running the game all is ok, so something is wrong with instancing a prefab by code and it's physic child objects. Another bug : BSP childs looses collision when used in a prefab we instantiate by code , while it's ok when we place a prefab in the editor and run the game. How to test : Put directory "BREAKABLE" at the root of your project directory put the map file in your map directory Run the game : Press V to spawn a BSP physic prefab , Press B to spawn a model based prefab It's simple and better workflow to have prefabs containing physic object behaving in the right way and it will allow many advanced physic destruction possibilities. LE3 BREAK.zip
  17. I start a new prototype project with LE3. The core features : - low poly world - hard core challenge - deep gameplay EDIT : For the flying game other tools and kits are better suited, so i take advantage of LE3 features for a more appropriated game.
  18. Having the ability to start and stop or pause objects physics simulations. It's usefull for manage performance when objects are far from the player, they don't need physics to be calulated (rope objects , joints , mecanims etc ...)
  19. Hi, Testing water for a game using long distance view i have two things not looking good : - terrain under water limit is visible - skybox and water don't blend So what could be the best solutions ? - using very large simple underground models or planes with some rocks in the neightbour regions around the terrain model - using not a texture for skybox , but some color grading sky system ? It is possible to have some work around to hide the sky and water dissociation ?
  20. I needed high mountains , but i found quickly a height limit so the terrain could not go higher abd was flat at max height. It is like that on all terrain systems ? Could it be possible to change the max height to a custom value ?
  21. Your game is based on rooms, so you should use detailled models and textures perhaps already in prototyping phase ? I seen cubic , use bevels rounded cubes perhaps ? ladder seems to be very cubic also, use cylinders based models ? It's your game, and it's too early to us to make good critics, you should try completing as much possible some first level gameplay and graphics before.
  22. Partcicles emitter in the editor has fields for - Velocity - Random Velocity - Acceleration It wold be good to have some random acceleration fields to make new effects.
  23. Some particle settings making good effects. Just download the map , put in on you map folder. You don't need to launch the game, just rotate the view in the editor to see particles running. http://www.leadwerks.com/werkspace/page/tutorials/_/artwork/particle-examples-r123
  24. Alpha works with blendmode = "alpha" , but it doesn't work with mode = "Light" To change for example alpha value on particles beeing emissive like tracer effect. http://www.leadwerks.com/werkspace/topic/9330-particle-alpha-and-scale-graph-points/page__hl__particle+alpha it is possible to have alpha working with blendmode = "Light" ?
  25. Hi, Using rotate by velocity with a constant velocity, there is a bug. Perhaps we could have some option to keep a constant rotation also ?
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