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Michael Betke

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Everything posted by Michael Betke

  1. I can recommend Leadwerks and all its possibilities if you can code. For me as an artist there are some productivity issues which need to ironed out to make it more artist friendly and produce more content in less time. But at the end you have to decide on your own. Do you have the money for Cryengine3 or are willing to pay 25% like in UDK. Or can you code in most stuff on your own and have the patience to wait for updates some time.? I decided to buy LE.
  2. No using the .mat file resulted in strange effects. Maybe it needs to be coded. But this would be beyong my skills. Basically a basic river / lake could be done with a refraction shader.
  3. I have the same idea of doing a simple modeled water plane with refraction but wasnt able to do a shader too.
  4. I tested it yesterday and don't see a difference too. Maybe it depends on which TFT you look at the scene.
  5. A lot fo people are uploading own stuff here or small improvements to LE base files. What happens if I run the updater/sync? Are they overwritten? How do you guys work with it? Sync'in only a few times? Overwriting files one by one with your custom stuff afterwards?
  6. This is how I usually do my stuff: -getting the idea (contract request in general), if I did my own projects I researched a lot: setting,athmosphere,map size, layout, what kind of assets do I need, how can I do them in a smart fashion(modular), etc.. - I do the rought terrain (by imagination, DEM, google source) then and put plain geometry blocks on the terrain for testing my gameplay and see how proportions turn out - I then replace my block gemotetry with my assets, usually I use the same names so after an export my blocks get replaced by proper geometry - Then I paint the terrain, place vegetation - last thing is setting up the lighting/particles and do polishing plus performance optimizing (LE does not feature a lot of stuff on gaining more fps in the editor so this is a small part) Between the steps its nice to test gameplay and performance with some guys if avaiable. If you test other stuff like lighting setups you can do a quick terrain, paint it in a neutral way, populate it with some models and change the settings using different skies and light. you can save your .sbx files for later usage if you are digging one setting most. using a photograph or 3d-rendering to match a special look is a nice way too.
  7. My Sync is two weeks old. I'm still on holydays without tools here. :-/
  8. So this is just a camera with target and if I enter game-mode in editor the 3thrd person will spawn?
  9. No just a small lag until I get the underwater effects. Maybe you have to set the fog distance/color located in waterplane properties.
  10. then run the flythrough.lua
  11. You are right Marcus. Made me smile a bit. An artist has to read some books about basic coding to get basic stuff done. A coder has to read some books about basic color theory instead of writing tools to tint the textures.
  12. unreal2 used a model with animated texture and some particles. crysis uses an only particle approach. they place some particles on the cliff models and get a decent effect with them. unreal 2 looked decent too. just go and try.
  13. How can I enable it or use it then?
  14. This is awesome. Very cool. Need to check it out after my holydays!
  15. "could" be handy.?? Tell me a complex editor without such a basic function.
  16. the game you mention has painted textures and not photo-based ones too. This makes a huge difference and soft look too.
  17. Seems so... I'll restart my computer next time something strange is happening with the editor hehe. Thanks for your testings.
  18. I just did it like I did it yesterday and now it works. I have no idea why not before. This time I tried it in an empty level right after the editor started. This is the only difference.
  19. This is strange.... I tried with an older Beta version yesterday and it gave me another .lua error. Can't remeber which is was and my ISP is still down so I can write at work only.
  20. I mean they dont get affected if I pull the slider for my rock texture. Maybe something is wrong with the alphamap but even then the slider should work. I'll try with beta4 at home. If it works there something is wrong in 2.3
  21. These loadingtimes are really wired. I did a testmap with over 13600 mapmodels of one type to see how it performs or if it'll crash. But after 2mins of loading it was all fine with no errors and good framerates. The maps you mention load very fast within 15sec.
  22. I tried to test it a bit yesterday and if I crank up the shadow to 4k it disappears. Another time the framerate went down to 1-2fps hehe. But thats ok. It also doesnt cast shadows on vegetation.
  23. The thread is in another forum now. So he was ok to post it. Only my rock texture is shining. All other textures are fine.
  24. I treid to set up a camera spline for a fly-through animation but it seems it doesnt work. This is the way I do it in the editor: 1. Place a source camera. 2. Set start here to "1" in properties. 3. place other cameras 4. connect them so I see a green line connecting them. 5. launch the flythrough lua. I get a message which tolds me that two cameras are needed at least to start... I wasn't able to connect additional cameras to the underground level too. The animation starts but stops after the last camera has been reached (thw last from default level loading not the last i added). Maybe something is broken in the current version which worked before? Suggestions?
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