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tournamentdan

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Everything posted by tournamentdan

  1. I think that this might be easier if and when we get tessellation in the next engine because then you could place weathered decals on your models.
  2. I thought we allready had a long conversation about that company. http://www.leadwerks.com/werkspace/topic/3302-animation-apps/page__view__findpost__p__30338 Besides, you are going to run into the same problem and only be able to use their high priced animations. If you are looking for an easy way to rig a character Blender has a rig allready made. All you have to do is scale your model to the same size as the rig and click a button to weight the bones. You most likey will have to touch up around the crouch,hips and armpits.In all around 20 minutes. There are thousands of free .bvh clips out there.
  3. Yes as they have said this really is not going to work. Think as if the bone rigs are different formats. Like FBX,3ds,obj,x. Each artist may name each bone differently or have a different amount of bones all together. They only way that you could get a animation to work on all models is if you use one bone rig for all. Maybe you could talk to Zaphos and he could sell you just the bone rig. Then of coarse you would have to weight paint the other models with Zaphos's bone rig. I do not know what modeling program Zaphos uses. But if I were him I would use the human bone rig from blender. That way everyone could just erase the bones from the other models and use the blender rig. It is pretty easy. ALTHOUGH most likely the artist that made the other models do not allow you to alter their product. That way you have buy their animations.
  4. Why would you expect a person or company to fully support multiple languages? If you look around , most other engines only support one language and most of the time it is their own. The forum is to be used for support for other than c++. Maybe we could get Josh to create a Leadwerks syntax. Then there could be 101 different languages to support.
  5. RAR is easy. That is the sound a lion makes. Or a drunk pirate
  6. For the last couple of months I have been working a program that will create the framework for you. The framework will be built based on what you need or want. It will ask you a series of questions and how you answer will determine what is included in the framework. Then it will guide a non-programmer through taking input and adding it to the framework. It will be nice for the advanced programmer also. If you do not wish to use the main framework for a video game you could pick from the library of blocks of code.
  7. I like 3, but I think it would look better if the letters were blackened like they were burned in.
  8. I would like to say thank you pixel, and to all the others that helped. But in all your hard work I think you missed something. I think you forgot to charge for time invested. Seriously pixel, I would of gladly paid REAL money for this.
  9. Why don't we try this: If your going to have a bunch of languages in one category. Make it mandatory that the poster has to select a certain language . Once they have selected a language it could be attached to the title. So if you put in "Question about camera controller" and you select c++ in the forum editor. The title will read as "Question about camera controler-c++". That way bmaxers do not have to read about c++,java,lua,or fortran. or vice versa.
  10. I thought that since you decided to use multi threading that would fix any problems with large worlds. Why can't there be millions of bodies if we have the ability to load on a separate thread.
  11. The animations do look nice. keep up the great work.
  12. It has been a while. I have been very busy and unfortunately that means I have not been modeling much. Not as much as I would like. I still with about one or two hours a week have about 20 to 30 models 70 percent done. I know, I for some reason have a problem with getting bored and moving on to another model. If I want to go any where with this stuff I will have to kick this in the butt soon. The models that I have made was a nice learning process since I have modeled for a while, I have never really done anything for games. Everything should go a little faster since what I have been doing is figuring a way to best optimize the mesh for each model. I have redone my character mesh since last post. I was getting nice results with my old mesh but the deformation in the elbows and knees were just terrible. So I added a loop here and there and I am getting great results. The LOD3 has 4,900 triangles. (My LOD range is 1 the lowest) I am happy with the amount of polys and I could probably cut some out here and there. I am going to leave it were it is since the normal maps are creating a lot of detail. Since I have kept the polys low I plan to make a LOD higher(LOD4) and really the only difference will be the head. The only real reason for the LOD4 is so I can do facial animation. I some times seem to over do things and the head weighs in at around 4,000 triangles. Now that I have gone back and looked it over.The two ears together are around 1,000 and since I am not really planning to do any ear animation I can cut a bunch out there. Other than that I am going to keep everything the same. I know 3,200 triangles sound rather large when it comes to just a head. I would like to create character models that will rival AAA games or even exceed them. So the top LOD will be at around 8,100 and that is pretty good.
  13. I do not understand. What string are you talking about?
  14. Thank you. I will certainly keep that in mind since genetica is kind of new to me. So if I pull all my hair out I will definitely come a callin.
  15. I actually meant something different with the two sided plane.I guess I miss understood the tutorial that I watched a few months back.Just went over it again and I see that they just duplicated a plane then reversed the normals. So the one plane is actually two planes. I was thinking of trying to use just two planes in a x pattern for the lowest LOD but if I do it this way I could do it with four planes. Sure I can show some pics. I will even throw in some other models I am working on. Note that nothing is textured. I have to dust off my genetica and start finishing these things.
  16. I think it is always going to be artist on one side of the room crying about how hard it is to program and on the other side of the room there will be the programmers crying on how hard it is to model.(ok maybe we are not really crying) If you are good at something you should stick with it and leave the other stuff up to the people who are good at doing the other things. If you are worried about income, a team of two people that know what they are doing in their own fields of work WILL no doubt be able to create more games and content than the lone wolf that is really good in one area but average to poor in another.So the two that work together will most likely make more money. I am not sure if LE3 will allow the little guy to compete against the big studios. We all have our hopes and dreams at what LE3 can or will do for us. I think that one thing it will definitely do is help a one man band or even a small team of people make a prototype of a game very quickly. And maybe once you have your prototype game finished you could then find financing to hire out the people you need to make a (big studio)game.
  17. Thanks for the reply Paramecij. I was really only thinking of doing 3 LODs, but I think you talked me into about six. I think I will try a little higher for the top LOD. Right now I am at 1500 triangles. Might try a little more for the up close and personal. Can we use a double sided texture with this engine? I was thinking of trying to use only two planes for the (Ultra) low LOD.
  18. So I am going to give it a go at making some plants and what not.I was wondering if anybody had a opinion on what they would like the poly counts to be for all LODS on a tree,bush,flower,ect....
  19. Reminds me of the Benny Hill show. http://www.vidivodo.com/79398/real-benny-hill-chase Would there be a way to make some of the people in the crowd to take longer routes. Instead of them following one by one in line.
  20. I think you are talking about rag doll physics. Is this what you are saying? Do you mean if your sword hit a animated characters head, the head would then react to the blow?
  21. Great work on this. LE3 is going to be really nice. You said that regenerating a tile can be done on a separate thread. Does this mean you will be supporting multi-threading?
  22. Josh has stated a few weeks or months ago that he does not know how many features he will be able to pack into the first release, so he has not come up with a price yet.
  23. I think you are talking about this video. http://www.leadwerks.com/werkspace/topic/3410-real-time-snow-accumulation/page__view__findpost__p__31134
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