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Echo

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Posts posted by Echo

  1. Well, the simple fact is Leadwerks 3 is nearly here, at which point your whole conversion pipeline will just disappear. All those models will be automatically converted when you drop them in your project directory, so all your problems just go away. That's probably why no one wants to go into a lot of detail explaining the LE2 art pipeline right now.

     

    Brilliant, glad to hear that. got a question. Will version 3 available for evaluation once it is available for premium members? i mean at the same time?

  2. actually no ... I don't see your point, that was my point.

     

    ah ok , i will explaint that better, so u see the point. In unity i am able to import 2000 models at once, no problem.You can adjust the properties of the models later on. The problem is i dont like unity . So my point is to be able to do the same here.

  3. I have never seen the point of batch conversion with regard to models in LE, as models come in all different scalings (even in some packs!), and as LE has no in editor scaling functionality they would all need adjustment before or after conversion to what ever scale you wanted to use to allow correct physics .phy files to be generated. As for only being able to evaluate LE with 2000+ models in the 30 day eval .. well .. I find that hard to believe.

     

    now you see the point. I'am.

  4. Weapons are skeletal meshes (skinned meshes/animated meshes/whatever) in UDK because they are animated and you use sockets to attach the weapon to other actors and to attach actors to weapons. Sockets are basically entities parented to a bone that can share the bones local translation/rotation or a global translation/rotation (plus an offset value if desired). We have provided a tutorial on weapons in UE3 but you may find the video modeling and animation tutorials useful: www.magicstonestudios.com/tutorials

     

    You should name your bones once and keep the same rig going so that it's consistent for multiple projects. This way a pistol will fit in in two separate meshes (as long as they too share consistent bone names), otherwise do as you please, it depends on your project and how many weapons you plan to have in your game.

     

    Hopefully that helps. I'm sure others can provide advice from an artists perspective.

     

    So its you. I have donated some time ago, so i can download the source code, what you are doing here? :0) Yes i have finished the whole tutorial as well.

     

    One thing you need to understand about LE2 is there is no game framework, so you can pretty much do whatever you want so long as it's viable; as you will be writing your own framework. So there is no existing convention for bone names in weapons as far as Leadwerks is concerned.

     

    I see , But it did not answer my question. What are the bone names. i want to see them just for reference.

  5. Hi. I have been browsing the editor and some of the included models, and i got interested in the weapon bones structure. There is more joints than i expected.In the 3d model viewer i cant see to enable bone names. Does exists any tutorial , how to name my bondes properly in my weapons?

    Also , I am using Messiah Studio pro 5. Anyone have experiences working with messiah and exporting to LE? Is the weapon rigid binded or soft binded as in UDK?

     

    may you give me some more info plz?

  6. Yes, prior to this forum we had a very open forum. And what was discovered was a lot of time and effort was wasted on supporting people that had illegal versions of the software. So if you buy LE and get the owners membership, what you are getting is not only the engine but the technical help shown in the members only forum boards as well as perks such as access to items in the assets store.

     

    thank you for making things clear. I would really apreciate only 1 single favour May i only get this 1 single file without buying the engine right now?

    http://www.leadwerks.com/werkspace/files/file/285-gmfconverter/

     

    all i want is to try batch export, nothing else. if everythings goes fine , i am gonna give it a go and spend some money again lol.

  7. So you have to convert all 2000+ models into LE's gmf format to be able to evaluate it? I am not sure I follow your logic here. Surely, you can convert a handful using the available conversion tools in the evaluation version to properly see if LE is for you. As for saying people that buy stuff legally are the only ones that suffer, again I do not see how that applies here. If you bought LE legally and have a SDK owners membership on the forum then will you have full access to the downloads section and the tools users here have made.

     

    Yes, you can get pirated versions of LE and most engines. But one of the big features that people get with a legal version of LE and its membership is the access to the rest of the forums and the items in the assets store.

     

    ah so you saying , i have to pay the money to get access to the forums , yes? Thank you for your answer. i will stay a bit longer to see if i can get all my stuff in without accesing This premium members only tools, so i can post my next eperience from leadwerks. i really hope it will be positive. Because leadwerks is very simplistic and nice engine.

  8. yes i made simple game (1 level) in S2 Engine , Same in UDk ,

    unity(dont like unity really , so i stopped after few hours) ,

    Unigine (1 level shooter), this engine has beautiful graphics , but expensive

    neoaxis( after hours of work i found out that my weapon has to have some diferent shader , so i tried to change it which was imposible, lol.,

    Cryengine(has new Fbx importer, which is buggy , unusable for me, and the normal importer is limited to maya and max users(maybe some Softimage users, but u have to download crysis wars trial and use the RC from it , which i dont see very effective

    Cafu(haven't made anything in cafu yet

    Love(simple platformer) ,

    Shiva (super simple ball game, but i have made more clicks than is healthy for my mouse.

    XNA tried , not for me as i am not fan of C#

    Vision engine (no more trying)

    Gamebryo 4 evaluation ( after exttacting all files, i deleted them , no thank you

    Torque 3d ( while trying to finish the FPS tutorial , every 15 minutes or so the stupid crazy windows poped up telling me to buy the engine and last 20 seconds, i lost my patience and unistalled that rabbish from my pc.

    Panda3D not tried , because of my previous programming knowledges was not good enough.

    C4Engine cant say anything because the demo doesnt contain the source code of the shooter ,which i wanted so much

    GameMaker tried , but didnt like the interface

    Construct simple platformer

     

    i have also tried almost all of teese engines which was a bit usable or available and in development., http://en.wikipedia.org/wiki/List_of_game_engines

     

    After all , i decided that lua is nice simple language , and well Best lua game engine for me was Leadwerks.

    this is why i ended up here. i hope this is enough info about your question , and why i am sure what killed plenty of engines.

  9. did anyone ever complain , that this restrictions of downloading usefull tools for testing purposes will put many people off? It did right now. I want to try the engine , but you are not alowing me to do so. I can surely spend my 200 , as i did with s2 engine , and plenty of others. As i said , this is where all low budget engines fail. The restrictions , the fear of what? I am not a criminal, but i can ensure you that every engine , even the best ones are on warez site. including "yours". So i cant see any reason fo restricting users who actualy wish to buy it to try some tools. As i always say, the only people who suffer , are the ones who buy stuff legally. plz consider it , and when something changes, let me know on my skype: Cry.development

     

     

     

    I am not here to complain and start a war. Just want to know why something is how it is. Thank you

     

    happy developing.

  10. Hello. My name is Jiri. I have worked with every game engine which is available to public. I dont even count them anymore. I ended up here.

     

    Now i have a question. I am not asking one person , but everyone who is reading this post.

    What is your asset pipeline.

    I have over 2000 3d models , in different formats. Fbx , obj, and more. I would like to get all my models into the engine in shortest amount of time possible. The question is, do i have to convert 1 by 1, or can i use some batch utility which will convert 500 obj models at once.

     

    pls tell me your pipeline.

     

    thank you for your answers and ideas.

     

    I do apologize if this question has bee asked before. I haven't searched the forums really. Next time i will , i promise.

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