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Michael Betke

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Everything posted by Michael Betke

  1. you could use any 3d converter or just use the .obj format to import to max2009.
  2. Pure3d is happy to release another game-asset pack to the community. It's named "Afghan Vegetation 1.x" and features an all-round package reaching from small ground plants to lots (!)of bushes this time and some trees. All in all there are around 24 models in the collection. Just check out the catalog here)(.pdf). Price is again 22,- Euros, game-ready for Leadwerks plus lots of additional file formats. Check http://www.pure3d.de for other fine asset packs too!
  3. I have an X980 with 12 threads and six cores but have no idea how to code. So I'm out here.
  4. Makes fun to play around with it. Had some stuttering and lag here and there but basically it works fine. Will it support other shaders like GI or Sway for vegetation later on?
  5. You know what? Artists always need ONE more. The current 30 vegeatation layers are fine.
  6. It works finally. had to set export to "quads" and disable the "Normals" export. Plus setting the gmf exporter to "colision tree" does the trick.
  7. I think LE3.0 will have such feature. In my last project I was missing exactly one additional layer hehe. But all in all I think 10 layers would be great. SO we just wait!
  8. This is cool. I want to make a tractor driving around game for my 4 year old son. He would have fun with it driving just around in a cartoony world with a tractor or other vehicle.
  9. Ok now it seems I'm trapped again. This time .phy generation is giving me headache somehow. I have this export options. Physics mesh is just a cube. I tried the other option too but if I place the vegetation the tree branches are physicalized ingame too and not my custom mesh is used. edit: It's 3dmax 2010 x64
  10. I just tested it and it works very nice for .gmf. It would be very handy if you also could rename all other related files like .phy, billboards, .lua and so on with this tool.
  11. I know how you feel about roads. For one and the same road I spent 5 minutes on Crengine2 Sandbox and 15 minutes on Leadwerks Engine Sandbox. :-7
  12. I use terrain painting a lot but had no problems with it. I had other issues but they seem to be solved now. But I'll have to paint lots of terrain today and will keep my eyes open.
  13. but its blurring out clouds a lot which looks ugly.
  14. I think it looks a bit unrealistic if the sky blurs off while using DoF. How can I turn it off in the shader? I have no idea where to search.
  15. I think some kind of grouping feature which groups single objects to one or beeing able to export those single models into one would be a nice feature for performance on LE 3.0. There are not many materials for the buildings so I think performance is still ok. I get 25-30 fps and i didnt do any optimizations like LoD. If I would do such a project again I think I would also do bigger clusters of models to export and rotate. Downside of such clusters is the heightmap allignments. At least Leadwerks would need some kind of geometry export for simple blocks into .obj. This would be the best and most used workflow in biz.
  16. After one more weeek of work the project is progressing nice. More and more models are placed on the combat zone and at least there are 21 vegetation layers now. Maybe all 30 will be used at the end. For such big projects its neccesary to place some props with the vegetation system too. Mostly rubble and rocks. The project seems to push the engine really to it's limit but most things are sorted out or will be solved very soon. It's giving me headaches some time but such large scale projects help the engine developer to track down things which would never be obvious if you just use "coder-art" on a small 128x128 level. While the level grows and grows the deadline is approaching soon and a lot of work needs to be done like placing all roads and polishing things up. Lighting hasn't be done in any way and there is another pass needed on some buildings too. Next time the final project will be presented. So check back on first week of September.
  17. I've noticed the phenomenon of ultra sharp shadows for a while now and have to say this trned isn't something I toally like. Look just at a ground shadow of a tree and you will notice most shadows aren't ultrasharp lines but scatter whith their increasing distance away from the shadow-object. This looks just to unrealistic in my opinion.
  18. no its a new model. i also deleted the billboard and it got generated the same way with floating bushes.
  19. I experienced this issue some times before. Small plants or medium sized bushes got black billboards. This is ok for plants but not wanted for bushes. Furthermore the alpha is a bit off some time so I get a pixelated view. This is an example of a shifted billboard from a large model. The thingie in the air is the billboard. The other one is the bush. The model is a little bit higher as the player. Its very strange. My corn model has good billobard but this large bush not. What are the things I have to take care of?
  20. I tried to use 2.32 but the map crashes instantly as soon as I try to paint/sculpt terrain without error. Never experienced this issue before and all worked well with switching level files via different versions. The main problem with the bug I'm facing is as soon as I hit save it seems to save something. When I clode the program it asks me to save again. If I press "yes" it starts to save but crashes then... This is what the .log tells me if i try to paint in v2.32: Warning: Uniform "flattenheight" does not exist in shader. Warning: Uniform "heightmapsize" does not exist in shader. Warning: Uniform "imagesize" does not exist in shader. Warning: Uniform "channelmask" does not exist in shader.
  21. It happend again! I saved all few minutes and it seems the editor doesn't save properly after pressing "save" in some cases but works without flaws. So I overwrote my second backup directory with a faulty version. Now ALL vegetation and texture layers are GONE! PLUS my Backup! This is so ****in up. I'm really upset. How can such a bad tested version be releasedd? This is a SEVERE bug. Am I supposed to keep dozents of folder with a complete level backup and have to check everytime if the editor saved my level properly? This can't all be true....now I can contact my client and tell him his work won't be finished in time which will likely cost me follow up jobs. The .sbx stopped beeing saved at this point: All vegetation and texture stuff after this is not present in the .sbx
  22. I'm so annoyed and upset. I lost hours of terrain painting, vegetation placement and road placement because of an Access violation during save! This happens not the first time and its the worst what can happen. I do daily backups but don't have time to backup before every save. Due the lack of a little feature named "Undo" I have to save very often during work and can't mess around in my folder to do hundereds of autosaves. I have tight deadlines and I can't do my stuff over and over again in such situations. What should I say my clients? It's so silly that such a great engine doensn't have essential and industry wide established features like an autosave or undo. I can life with unpolished software as long as it doesn't affect my business but seeing my .sbx files saved not completly in a standard save situation is ridiculous. I can't even merge the two .sby files because of the road system in the .sbx too - with a non-text format. Well done! (Now that I wrote my upsetness away I calm down and get back to work)
  23. I also miss it while painting/sculpting terrain or placing models which I want to undo or restore in a state five clicks ago.
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