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YouGroove

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Posts posted by YouGroove

  1. It's more workflow work around : you need to create a box with only one face having a texture of smoke for example, and other faces with full transparency texture ottherwise it will look strange.

     

    This don't works, the material applied to a wall accepts lightening, while applied to a particle emitter lightening has no effect on it.

    post-3271-0-83864000-1425167873_thumb.jpg

  2. We would have two options :

    -simple vertex lit and shadow lit on rectangular polygons,it's very lightweight.

    -per pixel lit and shadow more expensive indeed, it's up to you to see when to use it : main big smoke effects on a scene for example.

     

    If you have the option to switch the lightening in real time from pixel to vertex, you could also use some LOD for particles.

  3. I have the suspicion the more you mention other game engines, and more you push for LE to be equal

     

     

    Yes.

    http://www.leadwerks.com/werkspace/topic/11450-droid-planet/page__st__120

     

     

    But I agree, character controllers should have such an option, as well as the nav mesh window.

    It's basic and it's only a parameter in the navmesh generation function call.

    Character controllers don't need it as they follow your generated navmesh.

     

    Perhaps we should move that to suggestions ?

  4. I realized these days i was expecting too much for a new game, some raycast bugs , performance drops with spotlights and performance drop when many entities are in gameplay, or material effect i made not good finally , i was expecting LE3 to go further, i forgot it's not thousand people making it, things will come , but it will take time.

     

    The best use of LE3 is not trying to mimik other engines graphics or frame rate like Crysis , but instead using it in a clever design and gameplay keeping the game running smooth and fast ( less lights, simple AI and spawn system etc ... ).

     

    Like i said we'll see where this game projects goes, even if it fails or would not finish i'm ok with that.

    It's better to go slowly and not put any goal pressure.

    • Upvote 2
  5. The best would be allwowing us to import our own navmesh polygons or be able to modify the existing navmesh polygons.

    This way navmesh would have no limits , and could even work on wany surfaces like walls or indoor ceilings.

     

    Or simply bring this very basic option

    NAVIGATION.jpg

  6. Hi,

     

    What is missing is a time line tool for creating effects or movement visually.

     

    In the time line you could add objects or scripts that would have a script.

    The idea would be to use the timeline tool to send a value to script variables of the object.

     

    For example to make some muzzleflash you could add a light prefab to the timeline and send values to it's script variables like range, intensity , show/hide.

    And add a muzzleFlash prefab sprite that you would control sending different values to it's rotation, intensity or sprite index from an array of sprites.

     

    Another usage lot more simple could be to control objects position, scale and rotation, specially decoration effects :

    - flying birds

    - moving or flying objects in the background

    - combination of different particle effects

     

     

    The big advantage is that you can assemble and create complex visually instead of coding without seeing directly the result.

    And i'm among those that prefer some essential tools to create quickly and visually effects instead of coding.

     

    I hope LE3 will get some usefull tool like that or plugin will allowing us to make it will come some day.

    • Upvote 2
  7. Hi,

     

    Using generate material on each new texture we import could be improved to work faster with these options :

     

    - Right click on diffuse texture, choose Generate material : it will create a new material with the name of the texture and assign the diffuse texture to the diffuse slot

     

    - When we choose a shader , having LE3 memorizing the folder where we picked up the shader would help a lot, specially when making materials using the same shader each time.

    For example i choose diffuse/normal shader for static model in folder "Model", the next time i will click on the material editor to choose a shader it will open up the same folder as the one opened for the previous material.

     

     

    Thanks.

  8. With LE3 updates, i got that shader making LE3 crashing,clicking on a folder that contain that shader made the editor crash, because it load a preview of the material.

     

    I have another project idea , less realistic and more stylish graphics. So i'll just reuse the models , bu i will redo the textures stylish. Also the game will be more like indoor rogue like action finally , something very different.

     

    EDIT

    After re downloading the PBR effect and adding it to a new LE3 project ,i have no more crashes.

     

    But it just don't work good on planar faces or with some other colors like brighter ones.

    And t's hard to notice on other 3D models, not so good.

    pbrfake.jpg

     

     

    The shader trying to simulate some metal in LE3 is just really too bad i realize.

  9. Without metal reflections i two options :

    - continue making PBR textures for models ( PBR is not planned this year for LE3 but it should come next year as all 3D engines migrating to PBR)

    - use stylish graphics

    nometal.jpg

  10. @shadmar :

    I didn't look ito their code , but it is easy to make same modification to other shaders like diff/emissive/normal/spec ?

     

    You should put them on the Workshop, so all people will benefit your great shaders smile.png

  11. i'm trying to figure out how to add a bump map to the textures I'm making from photographs.

     

    From 3D art point of view, you have simple to use tools like :

    http://www.crazybump.com/

    https://www.allegorithmic.com/products/bitmap2material

    You give them some texture and in one click you can generate a good normal map.

     

    A free one

    http://blenderartists.org/forum/showthread.php?317041-Insane-Bump-2-0-overhauled-Crazy-bump-alternative

     

    You have also some painting programs like Gimp 2 that have normal map plugins to generate the normal map in one click

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