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Posts posted by ChrisV
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Well, I reached my like quota today, Chris.
Anyway, thanks so much for this tip! It worked really well!
Well, i didn't. So, there you go!
Glad i could help you!
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Nick, try this: in UU3D import your model, save as directx 9 and mark the option 'flip handedness' on export...then, re-import the directx file you just saved and save back as .fbx. That should fix it. Just tried it with an animated/rigged .fbx model, and it worked for me.
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What 3D modeling program do you use? It seems like the mesh gets flipped the wrong way on export? Maybe there's some option to change the handedness or orientation when you export the model? ?
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Here's a night time skybox (with stars and a full moon).
I uploaded it to the old asset store for those not using the Steam Workshop. Enjoy!
Click HERE.
Btw, sorry for posting my work on your thread, BES. Just thought that it would be good to keep skyboxes in the same thread for others to find them back easier. If you want, i'll make a new thread for my artwork.
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Someone linked a skybox maker on this site but I can't find it now.
Yeah, i think it's Spacescape. Can only be used for space skyboxes, though.
Chris, if you can make a starry sky without anything else, that would be great.Yep yep, working on one right now. So, only stars and no moon, no terrain? ?
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A simple night time sky might be a nice addition to your collection. I could use one. . . . Hint Hint
Well, Spacescape unfortunaly doesn't allow the creation of any other type of skybox than space skyboxes. BUT...i can create any kind of skybox (sunny, overcast, night time, sunsets, sunrises, special ones...). I think i might have a night time skybox somewhere. Will have a look, and if need be, i'll create one asap. Does it need anything special (clouds, moon, or other...)?
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Welcome to the forums, LeveeWasDry! I'm sure you'll have lots of fun getting your hands dirty with the Leadwerks Engine.
Saw your project on IndieDB. Nice job so far!
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Nice vids, Rick! Yesterday, i was watching the fourth session and noticed that the vid resolution was quite low, but i see that it has been fixed now.
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1. What are you saying here? If a person 'buys' something then that person has money. Okay, so what is your point exactly?
I think he means that people with good intentions prefer to buy things instead of getting them illegally.
The free Workshop allows me to work any issues out before the system is monetizedSo, the intention is to monetize it later on? Any idea when this will happen, Josh? ?
And, will a percentage of the sales then go into the engine?
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Yeah, i agree that an asset store with payed for assets would be good for both the authors of the assets, as for LE in general.
Payed for assets would encourage artists/programmers/sound composers more/faster to create things than just create free stuff.
It would also give them one more reason to create quality assets and keep them up to date or improve them on a regular base.
Plus, a small percentage to go into the engine would allow Josh to maybe hire more programmers and improve the engine more/faster.
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Is this what you're looking for? ?
Not sure if Josh gets a percentage of assets that are sold on the LE steam workshop, though. Also, i'm not sure if we can sell things on the workshop. Josh, can we? ?
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I enjoyed the gameplay and the graphics but found the dialog irritating after a short time.
Good effort though.
Irritating in what way? I tried to add a funny touch to it, but maybe i shouldn't have? ?
Thanks for the comments, though.
Looking good! The enemy aliens look great I can't wait to see them animated.Yeah, he definatly needs some animations and A.I., the poor guy. I almost felt sorry for shooting him.
Thanks, Hayden!
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Here's a small vid showing the WIP of our game Hostile.
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We spoke to each other and i'm really looking forward to see your 'test' model. If it's to our liking, there's a great change you'll get accepted in our team to work on Hostile.
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Pics removed, sorry but this is not my portfolio thread or my game thread.
Keep going Chris , show us some great alien
Just noticed you've edited your post. The great alien will come...sooooon. I've made some changes (less human hands) and other improvements, and a friend of mine said that he looks badass.
Working on the texturing now, and once that's done, i'll upload new pics.
Also, thanks to our shader wizard shad, we can now have some pretty cool fx, ranging from vortexes, to suns, gasclouds, impact fx, digital screens, liquids, or pretty much any effect you can think of, all animated! It uses spritesheets, but can by applied on any model (non-skinned, i think) as a material. Thanks again, shad!!
Furthermore, Roland has made a complete GUI system (checkboxes, textfields, sliders, buttons, etc...) that will be very usefull! Well done, Roland!
I've made some music, footstep sounds, and also worked on a 'muzzleflash' effect for a Tazergun.
So, next time we'll show some of the new things (maybe a vid) and give more information on the progress.
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I once asked a Professional artist (he made character models for Uncharted and other games, so yeah...a really talented guy), and for a single main character model (without animations and LOD versions), he was asking $1500, and for a less detailed character model, around $800 (also without LOD and animations). So yeah...those numbers aren't exagerated.
It is possible to find lower priced models, but it all depends on what kinda quality you're after.
I would be more than happy to create some model pack, but it'll take quite some time.
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Hey guys!
Was working on some sounds and music for Hostile. Exported some footstep sounds in .ogg format, and tried playing them ingame by modifying the script. Unfortunaly, it's not possible to play those sounds, because .ogg isn't supported in LE?
I can easily convert them to .wav, that's no problem. And, for small sound files like footsteps or screams or whatever, wav would be acceptable...but, not really for music.
A 3 minute music file in .wav format is around 30 MB. So, if you have like 10 music files in .wav, you'll need a lot of disk space for them. If you then add all the other sounds, and other media (art, textures, models, etc...), you'll end up with a game that uses a lot of disk space.
The same 3 minute song is like 10 times smaller in .ogg format, while still keeping a pretty good sound quality. The same for .mp3 format, but from what i've read, .mp3 isn't allowed commercially?
Anyways, i think it would be a good idea to have support for .ogg and other formats that can save disk space without loss of quality.
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WIP of the first Alien Creep i've started on in zbrush. What do you guys think? ?
Still need to give him some long sharp teeth before starting on the retopology.
Furthermore, i've added some interaction on the door. Was rather easy to setup. Also thanks to Aggror's great tutorials.
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A bit more fidling around with textures, models and lighting. Roland is working on a GUI system and options menu.
Creating textures that work good together to start with is essential and can speed up the development quite a bit. Good thing that i already have a variety of different textures. Also, substance designer is very well suited for this!
Next i'll start working on some interaction (sliding doors, etc...), and start on the first alien creep in zbrush. Really looking forward to create a creepy scary alien monster.
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My guess is that each material is also a drawcall. Not sure how LE handles identical materials, though. Would be good if they get batched, reducing the drawcalls. Also, i notice in your stats that you have one shadow rendered. It might be caused by the 'Cast shadows' setting on the invisible material that is set to 'on'?
Anyhow, it's just a wild guess.
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Cool!
Thank you!
Done some WIP experimentation (textures, lighting, fx, modular pieces) for Hostile. Thanks to shad for customizing his godray shader for our game project!
Here's a modular room piece, custom skybox, and some props (WIP). Soon i'll work on some creepy aliens to populate the spaceship and hunt the player down.
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Looking great, Aggror! I really like the part where you move the hole on another terrain.
If you need a custom skybox for your golf game, let me know.
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Wishing you and Roland the best of luck. SCOT has always looked really cool and you look like a great team. Looking forward to seeing some first screenshots.
Much appreciated, Aggror!
I'm working on some modular pieces for the spaceship interior. This should provide an easy way to rapidly build a huge variety of rooms and halls for the player to walk in.
We both have more experience and better tools to work with now, so we're going to make this game as high quality as possible. The gameplay basics will be kept simple at first to have something playable, and later we'll add more advanced stuff.
Good news the project continues as it seemed very promising in last changes.It seems you switched on Crytals game from third person to FPS view, why that change ?
Lot more simple to manage player and less work on the animation side ? Need for some more immersive game view ?
Thanks!
Yeps, we changed to a first person view to speed up a bit of the development time. Third person requires more animations (for the main character), and we're just a small team working on a big project. Also, interaction with the gameworld in third requires a bit more work to setup. First person view also has it charm, and we now actually have a pretty darn good character controller that can handle many things.
Adding graphic layer like post effects will grab some fps on any engine , LE3 core engine beeing not enought fast it's even more noticeable. Well let's dream of performance will come some day.I'm pretty sure Josh can make LE3 perform better. Last physics update already helps.
I hope you do the project for pleasure first , let's wait for the first screenshot thenYups, no worries. We never make a game that doesn't give us the pleasure and satisfaction of creating it.
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A couple of Editor improvement suggestions.
in Suggestion Box
Posted
Hey Josh!
I was wondering if it would be possible for you to add an option (maybe by using a slider, or a dropdown selection box) to set the grid size, and also some indicator to see which grid size is currently active (could be at the bottom of the editor perhaps).
Using a slider or dropdown selection box would make it a bit quicker to select a certain grid size, and the indicator would help to know which grid size is currently selected. Thanks!
Another thing that came to mind when using the flowgraph editor...when having lots of interaction using the flowgraph, the flowgraph window will get cluttered easily, and it'll make it harder to find the actions you're searching for. Some possibilities to solve that could be by adding a 'go to' option (right clicking the object in the scene view) which would then take you to the flowgraph action that this object uses, or maybe by having one flowgraph window per object, or another possibility could be to have a zoom in/out option inside the flowgraph window, or also adding an option to add comments to the flowgraph editor and group things together.
Anyways, they are just ideas/suggestions.
Thanks in advance!