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gamecreator

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Posts posted by gamecreator

  1. More specific: I have every single model I own in the Leadwerks, model folder. Dozens of trees, rocks, etc. When I create a world using the editor, I just drag whatever I want to use into it and save the sbx. The sbx references random models that I've used. How do I easily copy those to my project folder?

  2. Is there a tool that goes through your code and files and copies all of the assets your program uses to a folder? I have a lot of models in my Leadwerks Engine SDK that I've been using in my project and would like to send my project to a friend. I found the easiest way I could find was to open my sbx file, then open each gmf to look at the material files they use, then open each material file to find every dds file they use and one by one copy over everything. Is there a better way out there?

  3. You went to Xors3D because it was

    • Cheaper
    • And you liked it better?

    Is that it?

    Look at his other posts (Russian community, etc.).

     

    can we stop beating a dead horse and finally kill this post? better yet just delete the damn thing... nakof chose another engine... fine... good luck... leave it be for farks sake...

    Agreed. He has some valid reasons and he has some reasons we understandably disagree with but they are his regardless. He's set in his ways so let him enjoy it. I'd suggest locking this thread as it's been discussed to its conclusion, I think.

  4. Maybe this was originally shared on the old forums (of which I was sadly not a part) but it was new to me too. I did see people mention it on the forums but I thought it wasn't tied to anything. But now I understand, though I'm curious about what the video shows exactly.

  5. From what I remember being discussed in the past, most, if not all of that will be included in Leadwerks3D. If you haven't already, check out Josh's blog. It goes into detail about what he's been working on over the last year and a half or so. There was also a roadmap but it seems to be down.

  6. 2d1tqg8.jpg

     

    I have a scene (SBX) with two rock piles in it. If I move my character past the second rock, he turns dark. If I move him to either side, he turns dark. However, if I move him backwards, no matter how far back I take him, he stays light.

     

    If this was all that it was, I would figure I may be doing something wrong with the lighting. However, if I remove the far rocks, the character goes dark once he moves past the close rocks instead (not going as far).

     

    Here is the SBX:

     

    SBX_ASCII_1.0
    
    cameraposition=0.847888529,4.58061934,-5.69059849
    camerarotation=34.1999779,3.99999523,-9.82819728e-008
    
    Model {
    path="light_directional.gmf"
    position=0.000000000,1.00000000,0.000000000
    rotation=45.0000000,34.9999962,3.01372808e-007
    scale=1.00000000,1.00000000,1.00000000
    id=39837112
    
    "aligntoground"="0"
    "castshadows"="1"
    "class"="Model"
    "collisiontype"="0"
    "damping"="0.000000000,0.000000000"
    "friction"="0.000000000,0.000000000"
    "gravity"="0"
    "intensity"="1.0000000000000000"
    "linearoffset"="0.310000002,0.400000006,0.699999988"
    "mass"="0.00000000000000000"
    "name"="light_directional_1"
    "order"="0"
    "range"="500.00000000000000"
    "resolution"="2"
    "shadowdistance"="6.00000000,20.0000000,100.000000"
    }
    
    
    Model {
    path="rocks_dark_rocky_pile.gmf"
    position=0.357377023,6.21382696e-008,3.51670051
    rotation=0.000000000,0.000000000,0.000000000
    scale=1.00000000,1.00000000,1.00000000
    id=101625272
    
    "class"="Model"
    "name"="pile_1"
    }
    
    Model {
    path="rocks_dark_rocky_pile.gmf"
    position=0.357377023,6.21382696e-008,13.51670051
    rotation=0.000000000,0.000000000,0.000000000
    scale=1.00000000,1.00000000,1.00000000
    id=101625372
    
    "class"="Model"
    "name"="pile_1"
    }
    
    Terrain {
    altitude=100.000000
    resolution=1024
    meterspertile=2.00000000
    hiddentiles=0
    
    texture0="terrain_forest_grass.dds"
    bumpmap0="terrain_forest_grassdot3.dds"
    texturescale0=1.00000000
    texturerotation0=0.000000000
    triplanarmapping0=0
    layercolor0=1.00000000,1.00000000,1.00000000,1.00000000
    textureblend0=1.00000000
    constraints0=0.000000000,8388610.00,0.000000000,90.0000000
    }

     

    I also created directional lights in my code before (which created a second shadow) but even if I took that out, the same issue remained.

     

    Any thoughts or suggestions?

     

     

    Edit:

    If I turn off SetAntialias, it results in these (while in the rocks and once past them).

     

    nwes89.jpg

    The character is glitchy inside the rocks but fine outside - I just realized he's glitchy inside the first set as well. Odd. Could this be a material issue? Here are the materials:

     

    texture0="abstract::viking4.dds"
    blend=0
    depthmask=1
    overlay=0
    zsort=0
    cullface=1
    castshadows=1
    specular=0.1
    gloss=0.1
    bumpscale=1.1
    shader="abstract::mesh_skin_diffuse.vert","abstract::mesh_diffuse_bumpmap_specular.frag"
    shadowshader="abstract::mesh_shadow_skin.vert"

     

    texture0="abstract::helmet.dds"
    blend=0
    depthmask=1
    overlay=0
    zsort=0
    cullface=1
    castshadows=1
    specular=0.1
    gloss=0.1
    bumpscale=1.1
    shader="abstract::mesh_skin_diffuse.vert","abstract::mesh_diffuse_bumpmap_specular.frag"
    shadowshader="abstract::mesh_shadow_skin.vert"

  7. The current version is pretty good with lots of options. I also vote for adding physics responsive particles, if possible.

     

    Also, I don't know how much of this is particle territory or water territory (or both) but splashes in water when characters run through them (or boats), water hitting rocks and waterfall particles... I know this can all be done manually but automation would be cool.

     

    Lavalike or gel-like "oozing" particles. Again, this may be water territory instead.

  8. At a constant rate, ignoring everything? I couldn't imagine it would be very hard but can't blame you for asking (nor would this be the first time I underestimated the difficulty of something, ha ha).

     

    x1 += (x2 - x1) / stepsremaining;
    y1 += (y2 - y1) / stepsremaining;
    z1 += (z2 - z1) / stepsremaining;

     

    Something like that?

  9. Still, I got duped one time, I bought a couple of models on turbosquid (which I considered a trusted site), the info page was very solid and detailed (usually not the case), and the "artist" said they can be used in game as he himself tested them out in UDK, so it all looked legit to me. Then some time later I figure out that they were ripped from some game. ... I'm gonna open a dispute at turbosquid and see what they'll say about that.

    I've purchased from Turbosquid before and plan to again as I do consider them a trusted site but obviously they can be duped too. I expect that you'll get your refund. Please let me know how it turns out.

  10. Too good to be true may be right. I've searched many times for free models but often I notice copyrighted work as well, or models ripped straight from games. Not saying that's the case here... but it may be. Download and use with caution. Still, thanks for sharing.

  11. I think it's safe to guess they don't use physics bodies around the weapons because what happens if there are even just a few frames skipped? Many swings being only a fraction of a second, you might miss the collision check entirely.

     

    Your cone idea is probably the way to go.

  12. Excited for this. Site looks good but I would play with the text colors a bit to match the art better and the background color on the twitter feed is a little sharp.

     

    Will there be a free demo to try? When do you expect to release the game?

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