-
Posts
719 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Downloads
Posts posted by Michael Betke
-
-
I think polycount will not matter. You wont notice in most games if a character or scene has 30.000 or 130.000 polies.
For example look at highpoly sculpts which are polycrunshed. They still look nearly the same if you bake 15 million polies down to 130.000. A round head will still look round with less polies.
What matters are complex materials and lighting in my opinion. Having large textures (Avatars (the movie) characters had 30.000 pixel texture maps for sharp detail. Also complex light interactions (semi-translucent shadows for fabric for example) and reflections are the areas to improve in games. You will get movie quality if you are not limited to texture budgets.
Polies and animations made great progress the last few years.
Particles and physics are additional fields which still need to improve in games.
-
I think that could be nice if positioned at top-right of the scene (like it is on 3DSMAX if I remember well).
This is the so called "noob-cube"
Its one of the most useless stuff I've ever seen in 3dmax
-
Isolate is more a feature for level designers and production enhancement.
Most editors come up wtih filtering stuff but you still have to tick checkboxes here and there. isolate would be very fast. I love it in 3dmax to work on special areas of my model as it gets more complex.
-
Some features are nice to be adapted from other engines like autosave or undo.
This two features would make LE a bit more unique and standing apart of other engines on the market:
Isolate Mode:
A simple mode to isolate the area where you work on at the moment.
Drag a rectangle to select the "zone" and just press isolate.
Now all non-selected entities are culled but lighting will always stay and terrain too.
Pressing Isolate again will make all stuff visible again.
Benefits are viewport speed, tidy view of the working zone which results in a better editor experience.
Vegetation Color Variation (VCV):
An additional low-res color texture which gives color variation to leaves.
For example: You have a forest which consists of two or three models or even one model if the forest is supposed to be a "area filler" only.
With VCV you load a low-res color texture for the specific vegetation model. This color texture will blend on the existing leaf texture and gives it color variation.
Benefits are less needed vegetation models to break up a generic look of distant forests which results in more speed and realistic look.
Seen there after I had the idea and searched a bit for it: http://www.burnstudio.co.za/blog/texturing-1000-trees-with-one-texture/
-
I tried. It works for the moment but after I restarted the editor its te same like before and the roads are messed up.
-
-
The editor messed up my level suring save. I wasn't able to reproduce it. It says something about line XYZ error in file XYZ and closed to desktop.
After reloading I only got one road left plus some modela floating in the air. The whole map was simply devasted.
I was lucky to have a backup from some minutes ago.
Otherwise the whole project would be gone because it seems the .sbx was just writen to a certain part.
I highly recommend to make daily backups of your project maps. I'll do so from now.
Maybe doing a autosave every XYZ minutes to autobackup files would be awesome. Like 3ds max does it.
Or at least rename the last opened .sbx to .bak and then save the new one as .sbx. So you have the last working version.
Get a simple crash is one thing but loosing an entire map is another.
-
Ok finally a little report from me too:
Severe bugs:
- Bloom doens't work. If I tick it the screen went bright for a short time and then fall back to the same lighing then Bloom off.
Bloom seems to work if HDR is off.
- Stuttering and lagging all over the scene. In 2.31 all was fine and smooth. If I stand on a location and pan around I get those lags.
- In paint mode the "fit to terrain" option is gone. Now I can't use my sat-images anymore.
Annoying:
- SSDO way to strong. Why no sliders to let the artist set simply strengh? I have to change the shader everytime. And after every update too.
- Rivers gone!
Minor:
- Editor still doesn't save window size.
- Still no current mapname near "Leadwerks Editor".
- No placeholders to indicate missing models.
- In Gamemode the playermdodel doesnt swim in the water but just wanders around on the ground (never noticed before).
Used the updater. I'll try the installer pack and hope it will work better this time.
EDIT: Installer pack r2 stopps downloading everytime before it finsihed and is corrupt. (140MB, 110MB, 128 MB)....
-
Yes that was the idea.
And the packs can be used for every commercial game of course.
-
Thanks mate! I will bookmark this thread so I'll never loose it.
-
I'm looking for a script which hides/unhides the waterplane. I had it but overwrote it by accident after and sync...
It added just a hide/unhide checkbox to the properties so I'm able to edit the underwater zone in a nice way.
Maybe someone can resent it to me or tell me what I have to add.
-
No because I have tons of objects on the terrain and my valley started on height 0 which will be still 0 even if I raise the value you suggest.
I did it the "brute force" way with raising the terrain now and it worked but was quite some work.
But thanks for the useful screenshot link. It imports nice now.
-
How can I import a exported heightmap from LE into Photoshop and save it back into a readable format for leadwerks?
I only get wired and senseless back/white lines.
I dont want to go the way with 8bit .bmp
All I need to do is to make my terrain a bit higher.
-
I played around with unity a bit and really liked the drag and drop functionality for models and textures from the explorer.
-
I use it for various projects. Mostly showcasing assets with an application but my clients also use it to make their simulations available for their clients.
For example to show citizens how a new highway or a big solar-parc will look after its build and how the impact to theier environment will be. The people can download the application and "play" it on their on PC. Or it#s used directly for presentation on gouvernment presentations in meetings.
So I think Simulation and Promotional Advertising are the fields of profession.
-
For the time I look back into the leadwerks feature releases I think a roadmap is nothing you guys should rely on.
Some time ago Josh told us he will do a material editor with nodes. Then he told in a Blog he will update a lot of Tutorials. Both didn't happen or was skipped.
Instead we got other fine features.
So a roadmap would only make people angry if other stuff is done before.
A roadmap would also be oboslete if Josh gets some funding because the posibilities will for him would change.
So a "-" from me.
-
This is nice.
Autodesk and other companies refuse to do this.
-
river nodes don't "stick" to terrain like road nodes do.
They are supposed to float.
Its just a basic functionality wihtout depth. But I'm very happy with having rivers.
But if you are able to add depth and color adjustment with .lua just do it. It will certainly help Josh.
-
New LE users will certainly not care aboutthe new logo. Old users usually complain if something changed.
The new logo looks 3d'is and more clear.
On the other hand it's too similar to sauerbraten or the Gamecube.
But over the time people will recognize it as LE.
Doing a Logo is very hard and if you want a better logo when just a green plate with a letter on you have to think a lot of it.
-
I like the new one!
-
Indeed Arbuz. But my vegetation looks fine in rendering. So it must be something else what messes up Omids SSDO/SSAO
-
I just use a plane with a two sided material for vegetation. For fruits or more complex stuff I make simple geometry.
But maybe we are talking about the same.
-
As far as I know selling licenses is illegal in most cases. I would alo like to sell some license (maybe maxwell render if GPU rendering is getting better) but the user who wil lbuy it will have no support.
So its a buy for life.
-
Your tree has very flat planes so I guess there is nothing to occlude.
If you ad more geometry the tree will look better.
I used SSDO and SSAO both on my vegetation and the material setup is the same I guess.
So it could be your lack of geometry detail.
Version 2.32r4
in General Discussion
Posted
The last releases works like a charm too. Now we can start buggin' Josh with new feature requests again to keep him busy.