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Olby

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Posts posted by Olby

  1. The Workshop will first be just free content, and later paid items will be added. It's a lot more than just a store. Each Workshop item has a unique global identifier assigned to it. You can install/uninstall any item cleanly and you never have to mess around with the actual files, because the system is built into Leadwerks at a low level. Derivative works are supported, which means items can be used to make other items without ripping the original author off; if one person makes a texture pack, someone else can make a model or prefab using those textures, and the original texture pack will still be required. So instead of worrying about people stealing your work, you actually want people to reuse it to make new things.

     

    You can send a map file to someone, and when they open it, any required Workshop items automatically get downloaded. So it's like a big thumb drive for game assets that we all share. It's actually easier to just publish your assets in the Workshop and have everyone work off of that than it is to pass lots of files around or sync them over SVN or Dropbox. Later on, more advanced privacy options will be added so teams can keep assets to themselves.

     

    Just an idea, but perhaps you might want to add a function that exports a list of all the third party assets used. You know for legal, credits screen etc.

    • Upvote 1
  2. After playing with Leadwerks 3.1 for a day now, I can also report extremely low frame-rates for the AI & Scripts scene (the crawler one). Debug runs at about 10 FPS and Release at roughly 20-26 FPS. As much as l would like Josh to focus on other aspects of the engine, performance is a huge issue and needs to be tackled- at least gradually.

  3. I don't see the utility to do that ? Perhaps if LE3 had full CSG tools and non modeler people would need to export for external programs work ?

     

    Josh promised to work on full CSG toolset in the near future. So fingers crossed, we are destined to see some of that 3DWS CSG goodness once again.

    • Upvote 1
  4. I mean a DLL or C code that has commands like CreateBone(), AddVertex(), etc., so you can use those commands to export the data into a model file, without worrying about the actual file format. It makes things much easier.

     

    A DLL-lib would be really nice. This way we can use any language or application to export LE models. Great idea!

  5. I personally dislike the idea of steam-only edition. Josh is putting too much trust into Valve/Steam. Rightly so they are a great bunch but then again never put all of your eggs in one basket. I feel a bit penalised now as I wont be able to get the latest updates asap due to personal preference of avoiding steam. Not great, not great, although I'm still grateful for a proper standalone release even if it's a bit behind.

  6. I'll be honest I really don't see the Oculus Rift hitting it off like everyone else thinks it will. This is just my honest opinion and maybe I'm completely wrong. I just don't feel gamers are ready to put this thing on their head and play for long periods of time without getting a head ache (or their neck hurting from moving it) that seems to plague using it. I'd give it 2 more years and if they can get the size of the unit to a google glass size I could see it working....

     

    They said the exact same thing about mouse around when it was invented :)

  7. I think the original idea was to hve optional lighting so the game playr old chooe according to the capability of their hardware setup. Maybe itwill come.

     

    That would make a lot of sense, after all I don't think mobile devices will be capable of handling real time shadows if it makes a decent computer crawl.

  8. Could it be to have Lightmapping back for level stuff ?

    It is not dependent on OpenGL4 as this is just lightmaps ?

     

    The best would be able to import lightmaps and lights also from Blender.

    It is planned for Blender Kickstarter feature ?

     

    Actually hard code shadow GPU is good for basic shadowing on dynamic object, but the result is far from imported quality lightmaps with all features lightening they embed.

     

    Agreed. Please bring back the integrated light mapper. Since LE3 had it already I doubt it requires too much work.

  9. Yep. On the toolbar on the left there is a cube with 1 side highlighted red. This is the face selection tool for csg and just like in 3D world studio you can then apply textures to each face. In LE 3 you'd drag the material to one of the sides with that face selection tool selected and it'll just do that face. You also have the offsetting/fit etc functionality like 3D World Studio.

     

    All right, sounds great. Hopefully we can get some of those CSG cutting/slicing tools back from 3DWS as well.

  10. You have to do it in the model editor. Dbl click the model in the assets folder to open the material editor. Then you drag and drop your materials (also in the assets folder) onto the area of the model that should get that material. The save the model. I don't believe you can do this outside of the model editor and directly in the level editor.

     

    Can you multi-texture a CSG cube using different materials for each side as in 3D World Studio?

     

    (Edit) Sorry, just asking as I'm waiting for the full release.

  11. Guys this is not the point. Yes there are many other level editors and modelling applications, but none of them can beat the established Valve Hammer or 3D World Studio editing. It is fast, simple, accurate and most importantly FUN. Your creativity is lost when you have to switch between applications and constantly re-import your assets. This is why I bought Leadwerks in the first place- it combines level editing and Lua scripting in one coherently designed package.

    My only wish is they re-implement full CSG tool set from 3DWS.

     

    [Edit]

     

    I personally never liked SketchUp.

    • Upvote 2
  12. Hands down this is the most dreadful omission out of all. From what I know boolean operations on constructive solid geometry (CSG) are integral to the approach and calling LE3 editor a CSG based editor is a bit misleading as for now it can only do basic manipulation of modelled props but none of the proper CSG operations.

     

    So yeah, in short I'm looking forward to a full implementation of carve, hollow, slice and vertex editing in LE 3.1.

  13. Anyways, i'm happy owner of the Leadwerks 3.1 Fulledition (yet to be released though ... i hope that happens earlier than later 'cause im sooo curious to get my fingers on it, i'm already mad that i found out about this only a day after the preorder bonus "you get a steam key for free" was gone hrmpf).

     

    Haha, tell me about it. I missed the pre-order deal and bought it two days later. Now sitting here watching LE tutorials over and over again. :)

     

    Looking forward to the full release!

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