Jump to content

YouGroove

Members
  • Posts

    4,978
  • Joined

  • Last visited

Posts posted by YouGroove

  1. If you also opened the shader in the Shader Editor it shows this as well. And that texture slot is not necessarily assigned for emission in all shaders - just in this case.

    It's confusing, and new comers should not have to read a shader to know what textures to use in what channel, i hope LE3 will improve the material editor some day on that point rolleyes.gif

     

    I was making a shader and i got to find this post to know how to use the shader, there was no doc anything showing what slots to use for shaders.

  2. I made dangerous flying droids flying in their own zone, they fly patroling randomly between their own 3D pivots points.

    They will stay high in the air and fire at some range when the player is visible (raycast).

     

    Textures is WIP (more work on normal map and colors can change)

     

    3D coat PBR :

    droidflying3_DCoat.jpg

     

     

    LE3 model editor :

    flyingdroid_Model.jpg

     

    In game :

    droidflying.jpg

    • Upvote 1
  3. Asset panel :

    - Right click menu : add "Import" as new menu item

    - Right click on a model and choosing "Create new material" it will create a material with the name of the selected model

     

    Scene panel :

    - In 3D view : double click a 3D model , the scene panel if displayed will jump to the selected model in the hierarchy. Or propose in the 3D view context menu a menu item "GOTO" that makes the same thing.

     

    Material editor :

    - Have the material editor changing it's slots names depending on the select shader. (the slots names could be found as some special comments in the shader file). Otherwise we have to open shader file to know what slots are used.

    • Upvote 1
  4. I tested this script and SetOmega don't work anymore.

     

    How to test :

    - Open any game level

    - Create a new cylinder BSP with physics = "prop" and mass = "1"

    - Create a new script and add the code below

    - Attach script to the cylinder and run the game

     

    function Script:UpdatePhysics()
    
     omeg  =  Vec3(0,0,0)
    self.entity:SetOmega(omeg,true)   
    
    end

     

    When your character collides and pushes the cylinder, the cylinder rotates in any axis( SetOmega() has no effect).

  5. Yes macklebee seems the better solution specially allowing a tileable texture that should look lot better.

    Finally i find other solutions :

    - Like Dead Space having life bar incorporated in the armor like some 3D glowing segments , the more life you have , more segments are glowing

    - 3D planes on top or on side vertically of the player with a shifting UV texture displaying , they would only be displayed when you are hit or when your shield is regenrating

    - 3D armor texture damage : the more damaged you are the more the armor texture is altered , it could be a special shader blending some textures

    - 3D spark particles : the more energy sparks are visible, the more your character is damaged , and sparks turning from blue to some dark blue and yellow color would mean only another small damage is allowed

    I find these instant feedback solutions are better for a TPS game as you have instant feedback without needing to look upper screen for health bars.

  6. Thanks.

    It is mainly shader code snippets, im' not super shader coder, if someone have this or another exemple code it would be more usefull for non coders.

     

    I think more about the ability to have a HUD bar container as a mask and the HUD bar itself beeing a simple texture scrolling shifting UV.

     

    Borderlands2-2012-09-23-20-26-57-84-1024x576.jpg

  7. I made some shield HUD bar that recharges when you are not hit after some time, but it looks rather basic unsure.png

     

    Does someone made better ones for their games using a better technique like using some 3D plane or some shader UV shifting a texture ?

    post-3271-0-70323700-1435184730_thumb.jpg

  8. When you have player and lot of characters having their childs tree hierarchy displayed by default , we have to close them each time one by one otherwise you scroll kilometers on the scene panel laugh.png

    (And you loose lot of time unecessary)

     

    So it is possible to have LE3 stop opening display hierarchy until we open it to view it ?

    post-3271-0-54914600-1435181026_thumb.jpg

    • Upvote 6
  9. For example, what happened to networking, roads, MacOS support, etc.? For all I know, they could be rolled out next week, in a few years, or possibly never.

    Roads was in LE 3.2 , Josh has the code to adapat it to LE3, but it's not priority and vegetation i think is lot more important feature indeed. For network many people using C++ implemented a C++ library, you could do it or wait for some LE3 store and perhaps some people will sell a solution.

     

    he can't just keep implementing features at everyone's whim.

    Even Unreal guys can't bring all features that any people are asking each time after each release, it's just not possible laugh.png

     

    Critical features :

    - Integrated UI system

    - Character custom collisions shapes

    - Physic ragdoll

     

    Would be great :

    - Some GI system (static or dynamic) to avoid full black shadows looking really bad for interiors specially (Godot,Panda and Cube 2 engines already have that)

    - Plugins system for the editor

     

    Additionnal wishes but not essential :

    - Better up to date physic engine with more features (ball joints center can't be moved for example in LE3)

     

     

    LE3 goal is to stay lightweight and easy to learn and use, even for beginners and new comers.

    And actual priority is docs , gameplay templates and LE3 store, i think these are lot more important features for the long term and needed before bringing new engine features.

     

    this should not be taken as democracy, more of an alignment of interests of what Josh wants to implement and what users want to see.

     

    We will ask Gamecreator to make a new poll after all next releases has been done wink.png

  10. I just wanted to signal a fact that somebody is using a LE to trick people into installing malware. Follow this link and see.

    You only see the black side of things rolleyes.gif

    They are just advertising LE3 to lot more people doing that. and after installing a malware, these people will be more tempted to buy LE3 to have ti run good and have all updates. Even people that don't know LE3 a lot will try that than finally be tempted to buy LE3.

    They are good LE3 advertisers in fact laugh.png

    • Upvote 2
  11. You get 20 animations free. Then you have to pay. At the moment you can't purchase any animations because of Adobe takeover.

    You have to pay 18$ also for clothing addon.

    Knowing Adobe and their subscription system i'm not suprised it's not totally free, and you must pay to get complete usable content.

    That's good for prototyping, i don't like generic 3D characters without personnality.

×
×
  • Create New...