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tournamentdan

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Everything posted by tournamentdan

  1. I guess this is not really definitive. Sure sounds positive though. http://www.develop-online.net/news/43355/Denny-PS4-will-support-indies#comments
  2. First off Ken, lose the attiude. You are always the first person in a conversation to get your panties in a twist. I was not being rude or condescending. Simply just replying to your post thus using your name Ken. Twice in a whole floppin paragraph. Everyone knows that there are many hoops to jump through when it comes to geting their game on a console. I am just trying to point out that it would be extremely easier for Indies to get on the consoles if an engine supported them Ken.
  3. I have had this debate here before and the thing about it Ken is. If Leadwerks or any engine supported the consoles, you as a developer would not need to be registered before you built your games. A hobbyist or Indies could build their games not worrying about which OS they were going to port to. Let's just say Ken when you are done with your game. And what if it was good enough to be on PlayStation or xbox? Wouldn't it be nice if your game was good enough you could have the option to port your game to one or both of those consoles so you could meet with them to get approved. And even if they do not approve you. At least you did not need to waste all of that time to port your game to that one console or money to be registered. I hate to name engine names, but you do not see PlayStation or xbox trying to sue or shut down cryengine. Yet in theory, you could develop a game for windows then if good enough easily port to consoles. Consoles are just like any other company. They like to make money. And they will gladly make money off of you.
  4. I myself am fine with this. People for some reason keep trying to compair the le2 renderer to what the high end renderer will be for Leadwerks 3. The high end rederer for le3 will not be equal to le2. It will be better. Thus the upgrade. Updates are for bug fixes and are free. Upgrades are for new or better features. Which are not free. Simple as that.
  5. I think you will find it easier to mark your own seams. Especially if it is not a true cylinder. (Meaning same shape and size from one end to the other). The cylinder unwrap script can get confused sometimes.
  6. Its not a member of leadwerks. Because of the identical comments on kickstarter and the name I am pretty sure it is this guy. http://www.kickstarter.com/profile/782996964
  7. Try not to edit your posts because most people will not re-read a post and we will not know if you are still having problems. Vertex groups have nothing to do with parenting a vertex or vertice to a bone for animation purposes. Vertex groups have two uses.(that I can think of). Let me explain these two uses so you will not be confused anymore. A vertex group is made up of a single vertex or multiple vertice. And in that group each vertex has their own assigned name. The first way you could use a vertex group is say you have a model of a gun. You would put a single bone in the gun. Then you could create a vertex group in the palm of the hand of your character. You can now parent the gun bone to the palm vertex group. You could create vertex groups in diferent areas of a mesh like gun holster, ankle holster, back, hands, etc... This is much cleaner than to place bones all over the body mesh to parent to. Also you will have some problems parenting an object bone to a skeleton bone that contains animation data. The second way to use a vertex group is if you want to create in game customizable characters or objects. For example lets say you want people to be able to change the head of your main character in game. You would make the top edge loop of the neck a vertex group. You would do the same for the bottom edge loop of the head. Both edge loops need to have the same amount of vertice or it won't look right. Then with code you could parent the neck edge loop to the head edge loop. You could do this all over the mesh to have a fully customizable character. As for your problem parenting mesh to bone. Once you have your bones in place it should only take all of about five seconds to parent. In blender when parenting two or more objects you need to select the child first then the parent last. Also make sure you are in object mode when selecting objects to parent. (Bones, mesh, ect...) You may have multiple layers and it is the easiest bestest way. If you can not see the bones in object mode. You need to turn on xray in the properties panel. So object mode, then select mesh, then select bones, then automatic weights.
  8. I have found that youtube can be a pretty good tool when I get stuck on something in blender. Many nice people have posted tuts for blender. Try to remember to put "2.5" in the search field. If you don't you may get a lot of videos for the old UI. I would also suggest blender cookie. http://cgcookie.com/blender/ They have many free tuts and also paid tuts. I suggest to anyone first learning blender to buy the 2010 blender training series. You can now get it for only ten bucks. When you are done with it you will feel very confident when using blender. http://cgcookie.com/blender/cgc-series/2010-blender-training-series-intro-character-modeling/
  9. You already have riggify downloaded. It comes with blender. You just have to activate it in the user preferences panel. You should not be dealing with vertex groups when it comes to parenting mesh to bones. Only weight painting. It almost sounds like you have bones on different layers or you created empties when you duplicated some things. You have to delete the empties in the outliner. Which is the top right window in blender. If you plan to use your bones you will need to un-weight then re-weight the bones to the mesh. Make sure to have all bones selected when you click weight paint. If I were you I would delete all the bones then search "blender weight paint 2.5" in youtube and watch a quick video on how to use riggify. Then use that. I promise it will be a lot easier.
  10. Some times creating a rig from scratch can be a little tricky if you are new to it. For example it is not a good idea to create a bone then place that bone where you need it then duplicate the bone then move the duplicated bone where you need it. If you do it this way there is always a chance that you can miss align the axis of each bone. Which can give you some funny looking animations. Instead, let's say that you are making a spine. You need the axis of each spine bone to be perfect. Create only one bone. Place one end of the bone at the base of the neck. Then place the other end at the bottom of the pelvis. Then use the sub-divide modifier to create how ever many bones you wish. This way the axis are all facing the same way. It is always a good idea to learn how to rig but, I strongly suggest to use the riggify add on in blender to rig a human type model. It will save you a butt load of time.
  11. No you did more than that. You took out the status update, gallery preview, header slide show. All of which to me, made it look and feel like a community. Now it just looks like any other forum.
  12. I think you are going backwards. I thought the site looked pretty darn good. Now not so much
  13. Masa bought out EKI one. Did you buy a EKI one license when Pixel was making a exporter to LE2? I did but still have not done anything with due to lack of time. http://www.leadwerks.com/werkspace/topic/3377-eki-one/page__st__140#entry51466
  14. I see. So what your saying is the project does not contain the file of the object. The project only contains the path of the file. So could we have the ability to delete the file path from the project?
  15. Good deal! Must be some sort of vertex disolve then recalculate faces.
  16. Rick, when you reduce a models poly count (decimate) you are creating a new mesh. And in doing so you will lose the topology in your model. When it comes to unanimated models this is fine. But for models that will be animated like a character or other models that will bend. The models will have a certain topology to make the bending (animation) look good. For example where ever the model will bend in animation like fingers, wrist, elbow, shoulder, knee there are a few extra loops and or specially shaped polygons. If you change the topology (decimate) it may not animate it in a pleasant looking way. Although depending on what type of game you are making (FPS or Third person) the camera may not be close enough to tell a difference.
  17. No problem. It is mainly used for laser scans that are rather large in poly count. I think the highest was 10 million triangles. @ Canardian- I have never used UU3D. For a model with bones, does it automatically re-weigh the vertice to the bones?
  18. When you simplify a model, you create a new mesh. So you would then need to weight paint the mesh to the bones. I use Mesh Lab. It is free open source. I have used it for a long time and it works great. http://meshlab.sourceforge.net/ http://youtu.be/PWM6EGVVNQU Edit: Sorry, When I say I use Mesh lab I mean for the simplification and or decimation process. I would then use blender to weight paint.
  19. Yes and in the states we use debit cards to connect our bank accounts to pay pal. How do you do it over there? Checks? Wire?
  20. How do you place funds in pay pal if you do not have a debit,credit,prepaid card? When people first started to sell things on the world wide web, all I ever heard that someone was going to steal your info and take all your money. So when I first started to buy things on the internet I just used a prepaid card. They can't steel it if it ain't there. I would think that there are prepaid cards in Europe. I can not even imagine not having a debit card anymore. Pay Pal cost more to the seller than regular credit card merchants. To be honest I think all transaction cost should fall on the buyer.
  21. tournamentdan

    Gameplay!

    For the resizing and or scaling of models you said the "CSG tools". Does this mean the only models that can be resized or scaled is leadwerks CSG models. Or will I be able to scale a model made from a differnt modeling tool?
  22. Xaitmap has the ability to use different size nav mesh and different unit radius while being able to have awareness of each other.
  23. Pretty nice. How many triangles is the head? The head you have there has enough detail to be the highest LOD. And as you said you can create a much higher poly count head to get finer details for the normal map. For your lower LOD's it is kind of amazing how much detail you can get out of normal maps. Below I will show an example of one my low LOD head with and with out normal map. ChrisMan posted a pretty good tut on hair. I have done some myself but I think that the Uncharted series has the best hair(male) in video games. I will also post a wire frame pic of their lead character hair so you can get an idea on how it can be done. Below is the low poly on the left and high poly on right. Low poly with out normal map. As you can see there is not much detail in the mesh. This is a wire frame of the high LOD for facial animation. I can not find the wire frame of drakes head but go to the link and check out the original artist pics. http://rd3d.com/
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