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Posts posted by Michael Betke
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I really doupt LE3 will be available so soon.
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Okay, thanks for the explanaitions. I'll contact Josh about teh texture load stuff.
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Makes sense.
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I used the editor now for some basic materials and it's working very well.
One thing I don't like is the automated copying of textures to the material folder. A switch in the Settings if I want itor now would be nice. In some situations it's cool to have such auto-copy feature but mostly I do my texture in Photoshop, save it at the right spot, do the material then. So it#s saved to the right folder anyways. Plus I seperate the material folder from my texture folder in most cases.
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Lightmapping requires unique texcoords on all geometry. pureLIGHT would export the whole scene as a single collapsed GMF file. It will export materials itself.
But this would limit me to 60.000 tris because of the format. So I have to split it in some situations.
Plus what about using one texture in several materials? Would your engine load the texture with each material again, or does it check if a texture is loaded already but only change material properties? I hope you know what I mean.
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As far as I understand the purelight concept it bakes GI to my models.
The GI seems to be bound to a material.
How does it handle the following scenario:
Let's say I have a small object like a lamp hanging in two rooms.
One room is lit the other one is dark. This would result in two different lightmaps for one object. One dark and one bright.
But as far as I know my lightmap is material bound.
So I would have to
A.) Do a different material for every re-used lamp in my level with a unique lightmap for each lamp. This would be pretty much work for a simple re-used prop plus how would the LE load the texture? Would it load the lightmaps (which is ok) but also load the texture of my lamp over and over again and my Vram will be filled with it?
B.) Don't use Purelight on small objects which would be silly because big objects are also reused, like lets say a pile of crates or palletes in a storage level.
What does Purelight do in such a simple situation? Does it bake all geometry to one or more huge Lightmaps where every lamp-UV will get its own spot?
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Its hard to give feedback based on screenshots.
I usually dont get more then 2 comments feedback if I announce a new asset pack in my Blog but after release the people buy it anyways.
Don't judge the interest for a product on the amount of feedback. Just finish some work get yourself some testers or do a trial version and you will get feedback.
Middlewerks looks like a good Toolbox for me so don't stop working on it!
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Now I see how cool it is! Great tool. I'll try it soon in my pipeline.
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yes you have to change the model itself so they get updated as soon as you restart the editor.
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The pivot of the tree needs to be moved so the tree just moves more into the terrain.
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Looks very good. I like the gaustics.
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I have an X980 with 12 threads and six cores but have no idea how to code. So I'm out here.
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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?
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You know what? Artists always need ONE more.
The current 30 vegeatation layers are fine.
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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.
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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!
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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.
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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
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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.
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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.
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but its blurring out clouds a lot which looks ugly.
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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.
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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.
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no its a new model. i also deleted the billboard and it got generated the same way with floating bushes.
what do you want see in leadwerks 3.0
in Suggestion Box
Posted
Call it CSG, Brushes, Solids, Volumes.....but a solution to block out geometry within the editor and export it to an 3d app is a MUST for professional usage.
You won't even be able to block out a bridge over a valley without it in a comfortable way.
They way I would like it is to block out my rough geometry, group it to an object and have a right-click menu which exports directly into my already opened 3d-suite. Something like GoZ from Pixologic. This is just the trend and candy to have people using your engine. Less clicks and inter-application-operability.