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omid3098

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Everything posted by omid3098

  1. this new render looks great.. I hope Josh use your tweaks as his default values for engine
  2. thank you macklebee.. it seems to be possible.. it's time to try this
  3. thank you mathfly my post was terrible! I think this is same as UDK and CryEngine motion system..
  4. peradventure, we don't want to mix motion files! we need to load bvh files (or any format else) using leadwerks on a just rigged GMF character.
  5. Really sorry for my bad english and bad describtion. first post editted. hope you got my meaning now..
  6. Describe: We have a rigged character (GMF format), and a coupple of motion files (for example .bvh format). can we load those motions separately on character using code or script into leadwerks? in left picture (what we have now) we should marge all motions into one, and assign it to our characters and then export them to GMF. in right picture (what we want) we have some motions (not marged and in bvh format) and we have some rigged characters in GMF format. and we want to load bvh files using leadwerks on our GMF character. because: As our first template character is 32mb (with 79 motions 6762 frames) and we want to use at least 20 characters(primitive characters), so we need almost 640mb (just for primitive characters) if one motion needs some changes, we should marge all of motions again and re export all characters which contain that motion. and since we define frame numbers for each cycle, after edit one motion, next motions has to be shifted. almost 40-50 normal people need 7-8 same motions. if we could load motion files separately, we will save a lot memory space.. anyway.. I think reasons are enough to describe how much we need to load separate motions (maybe .bvh or .fbx) directly on a rigged character. so my questions are: first can we do this now in leadwerks? if yes, can you suggest where to start? is there any previous works on this? (I can remember someone (maybe Mastexilo or Rick) wrote something similar but I could not find that topic) any other ideas will be helpful.. Very sorry for bad describtion
  7. Species: Spatial creature Sex: female Age: Ethnicity: ! Demeanor: - maybe she is queen?
  8. omid3098

    G3

    here are some of our latest models: Jasem G3 Bell Ship
  9. if you want to get effects like sprites in 3d max, you should use decals on models your models. you can check gun decals in previous versions of LE.
  10. I think he was not referring to vegetation only..
  11. I think its already supported. from 2.12 vegetation in island demo were placed one by one (as other objects) and they used billboards as their last LOD.
  12. try to open your material using material editor. if it is ok there, it should be ok in model viewer too. if not, try to tweak it there or create a new material using material editor, and save it instead of your old mat..
  13. I can not delete any of my blogs. (entire blog) or I can not find delete button?
  14. and MultiRes is MUCH better than Optimize or ProOptimizer
  15. hi Michael. I like your first screenshot. when you posted a feature request in a video, you used a scene with really nice sky and a lonely tree! it was one of best scenes I've seen in leadwerks!
  16. may I ask for increasing recent status history? there is useless space here:
  17. thank you Paul and Josh.. so there is no more need to ini files!
  18. I use ini files to store values for Lua properties. like mass and collision type. by using oildrum.lua as a template and set parameters in .ini file (from oildrum.ini!). I don't need to set them for each model when I reopen my scene. Is it possible to define default values in mymodel.lua? (I know you guys are not here to teach me Lua, so please link me to one of available models in SDK)
  19. oops.. I didn't see your Group.. sorry. you can't define LOD distance using .ini files.. and what you find in trees was for previous versions that didn't changed yet.(don't take them serious!) and that link was consist of what Mack said.
  20. yes I can use it for mass and collision type, sound and ... you can check oildrum.ini
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