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Posts posted by ChrisV
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So, it took like allmost three years before this gets added by a member, lol?? I remember asking for it, allmost three years ago. Great job, martyj!
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Here's an idea. You could have each 'pick up' - item already in your scene, somewhere outside the play area,...and have one cam nearby those items...and once an item gets picked up by the player, you run a script that uses some kind of ID of that item, and have the nearby cam take a snapshot of the current picked up item.
Or, use premade icons .
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But adding a specific PNG format that only affects a handful of users that use SD seems silly
And, how are you so sure there's only 'a handful' of SD users? It's perhaps because LE doesn't support it that you don't see much SD created content.
It's the same for PBR or IBL content. LE doesn't support them (yet), but that doesn't mean there's only 'a handful' that use those features, or would like to use them in LE.
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From what i remember using Rigify, is that you need to get rid of all the unneeded widgets and whatnot before exporting. The widgets are only usefull inside blender for creating the animations, but you don't need them at all in the final .fbx export. All you need are the bones (armature).
The widgets will also count for a 'bone' in an engine, which brings the total amount of 'bones' to hundreds if you don't get rid of these widgets.
I prefer creating my own rig in blender. Gives you much more control of what you really need.
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I contacted Mitovo to help him solve the problem. And, appearantly, this seems to be an issue with the .fbx exporter in blender.
After loading his model in UU3D, scaling it up and then exporting it as an .fbx file (version 2012, binairy 6.0), i succesfully imported his model in LE, and the animation showed up in the model viewer.
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Have you selected the 'Armature' upon export? Or, did you select the mesh and exported that instead?
If i remember correctly, you need to select the 'Armature' and then export, and in the export settings, click both the 'Armature' and 'Mesh' buttons.
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I would do a line pick and lower the weapon when you are up against a wall. That's the only realistic way to solve this.
As i suggested earlier.
It's not the most commonly used method, nor the only one to solve this problem, but it does add to the realism and it's not too difficult to do.
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Seems to me like you'd need to set the min and max range of your cam (clipping), and use two cams, instead of one...one for your weapon which has a max view range of say 10, and another cam that renders everything else besides your weapon.
Not sure if LE has that option, but at least that's the way it's usually done.
You could also try by making the collision shapes for your walls a bit bigger, thus preventing your weapon to go inside the walls.
Or, you could use a raycast method, and when your character is at a certain range of a wall (or other object), make the arms retract (using an animation), so that the weapon doesn't go through.
Btw, loved DarkBasic Pro. Brings back good memories.
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Some test scenes put together with the new media i'm creating to update my 'Ultimate Desert Pack' for LE. Made new textures, skyboxes and models. Plenty of possibilities with just a few assets!
More to come!
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Updated my SKYWERKS - Volume 2 by Chris V pack yesterday! Added four new skies. One 'Clouded' sky, and three 'Dawn/Dusk' skies. Enjoy!
Furthermore, i'll be updating my ChrisV's Art - The Ultimate Desert Pack soon and add new textures, improve old textures, and add models.
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Continued on a few more skies for my free skybox pack on the Workshop.
SKYWERKS - Volume 2 by Chris V
Here are a couple examples of the new skies i'll be adding soon:
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This needs to be built in. We are not asking for anything extraordinary.
I totally agree. Furthermore, we don't want the same as in Unity where you need to rely on addons for 'standard' features.
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(It would be great to have that as some addon in the workshop)
Would be even greater to have it as a standard in LE. Having to rely on addons for such 'standard' features isn't a good idea, imo.
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Added a new skybox pack to the workshop!
At the moment, there's only a couple of (overcast type) skies in the package, but i will frequently add new skies.
This pack will have any type of sky you need: overcast, daytime (clouded, sunny), night time skies, skies for alien planets, and more.
And, if you have any suggestions for a type of sky you want added, please tell me! Thanks and enjoy!
http://www.leadwerks.com/werkspace/page/viewitem?fileid=531222819
Chris
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I find that I really enjoy creating puzzle functionality. Coming up with puzzles can be hard but once we have them, making them actually happen is pretty rewarding.
Agreed. Coming up with unique and fun puzzles is darn hard at times. But, you get so much joy when your puzzle comes to life.
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Much appreciated guys!
New sky, also an overcast type this time. Would be soooo handy to have a color picker to finetune the fog, live in the editor. *** HINT HINT, Josh ***
What i might do, is already upload the finished skyboxes on the workshop, and add new ones (update the pack) whenever i have a new one done. Sounds like a good plan, right?
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Screenshot of an overcast sky, part of a new LE skybox pack i'm creating. I'm very pleased with the result i got.
My previous pack had only sunrises/sunsets, but this new one will have a variety of skies for daytime, night, overcast, sunrises, and more.
More screens will follow.
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That's a nice model, YouGroove. I like it.
Just one thing though...are you UV-ing each little piece of that drone model as a seperate model, and then assembling all those pieces together? That makes a lot of materials for just one model, which means more drawcalls needed.
Or, have i misunderstood what you meant?
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The tool is not what makes your models look good. It is only your skill.
Good point. Zbrush and 3DCoat are both excellent sculpting programs.
But, i would like to add though that 3DCoat has an easier workflow, the camera movement in 3DCoat is better than in Zbrush (except if you use Zbrush with a draw tablet, as Zbrush was designed for artists to work with draw tablets), and 3DCoat has way better retopology tools than many other 3D programs, plus 3DCoat has a very easy and powerfull PBR material editor.
I work with both programs, and i like 'em both in their own way. Mostly, i will combine both in my workflow.
Best would be to try out both programs, and see which one works best for yourself. Or, if you can, buy them both.
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Blender is only popular because it's free.
So, if Blender would be non-free (aka 'not worthless), then people would not use it? I thought LE supports Blender now?
I want to focus on more high-level features and game content.Game textures (which is what Substance Designer does) isn't 'game content' or 'high-level'?
A lot of that stuff just isn't valuable and only appeals to a small segment of users. Adding integration with a $300 program isn't something a lot of our users will find useful.As far as i know, the amount of people that use Substance Designer is growing and growing. Existing Substance Designers could even sell substance packs IF there was support for it in LE.
I can understand the goal of LE. It must be quite hard finding a successful road among all the competition out there. The reason I'm now using LE is in fact its simplicity (specially with LUA).LE will not become harder to use if there was support for Substance Designer. They are both seperate programs, doing different things. LE is a game engine, Substance Designer a substance/texture creation program.
PBR is quite beautiful I have to say, but for my simple needs its not a big deal. I guess there are quite a number of "simple users as my self" out thereYou don't need PBR to be able to work with Substance Designer and LE. Substance Designer is capable of exporting non_PBR textures or substances.
Anyways, i don't think that support for SD will come any time soon, but it would certainly be a great feature to have.
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This isn't the direction I want to go in. Unreal and Unity support this, so if I add support I am moving our feature set towards the same as a product that is free. That is a recipe for destruction.
That's a weird statement and thought, Josh.
If you don't want to go 'their' route or direction, you shouldn't add terrain or vegetation or anything else that they also have in their engine. Adding support for something isn't following other engines as you may think, it's adding support for something that may be usefull for us, the game developers. People using LE care about what's in LE, and not what's in other engines.
Support for Substance Designer would be cool, and would even help speeding up the process of creating textures for the games we make. It's not that we can't make textures without Substance Designer, but Substance Designer is a pretty handy and usefull program for texture artists AND ESPECIALLY for those non-texture artists who have a rough time creating good textures.
I really really want to avoid becoming the third free (by definition, this means "worthless") game engine with all the same features as the other two.Then i guess Blender is worthless too? Yet, i see there's tons of people using it.
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I like the design, it's high-tech without being too over the top.
Thanks, Josh!
That was the kind of look/design we whent for (well, i modeled after some references he gave me ), and the result is really great, if i say so myself. i will probably do the weapon(s) too, and later a female version.
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What Happened to Terrain Tessellation?
in Suggestion Box
Posted
LE doesn't need Terrain Tesselation, but realtime airodynamic tesselated hair.
Nah, seriously though...yes, I agree. This was a cool feature I loved. I was in the process of creating some really cool looking textures for the tessellated terrain feature in LE. Was even going to create a pack with cool terrain textures for different environments.