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Pancakes

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Everything posted by Pancakes

  1. I would like to be up do date on engine version but I also prefer the 2.31 SSDO. I have tried coping the SSAO.frag, but that hasn't done the trick. Which files do I need to replace in order to place 2.31 SSDO inside of 2.32? thanks
  2. To be perfectly honest, converting the models was the WORST thing about Leadwerks back when I first got it. And that was before scripting. I honestly preferred bumbling around in Visual C++ to all the model conversions I had to do. But the materials system is even worse - figuring out what was constantly going wrong felt like being a forensics agent examining the crime scene of a cold case... at first. But then again I had already been so spoiled. Eventually I got used to it. Thanks to my Favorites Windows 7 Explorer folders it's not nearly as painful as it was in XP with all the folder navigation it takes to make materials and model conversions.
  3. This is basically what I want too. Just also add flowgraphs and it will be GREAT. I also like solids modeling like in Cryengine 2. Where you can put down some cubes to sketch things out even before you actually model them. Also built in material editor like Arbuz said.
  4. To make his own what? 1. Real time texture painting, projection painting with tablet support and material nodes and rendering nodes etc 2. Modeling 3. Sculpting 4. Animating 5. UV unwrapping 6. Sound processing 7. All sorts of rendering abilities 8. Physics, Volumetrics, Lighting etc. Of course it would take work. But sometimes the end does justify the means. I don't understand why people get "scared" when they see blender's interface for the first time. When I first saw it I thought, "Oooh, what does this button do" And I started clicking around and had a fun time. I don't know, that's just my general attitude about most CG/game engine related things. Or, he could give his cool programmer a high five and say, "thanks for taking care of that, you're the best" And the rest of what you say is just personal choice. Some teams will have members who are curious about the entire process. Some will not. I remember the lead character designer of Crysis being asked in an interview what was the game about. And he laughed and said that he didn't have any idea "I'm just the art lead" That may be the way that things are done much of the time, but I find that kind of situation quite undesirable personally. And I don't think that I'm the only one. Tools like blender help teams of people who would tend to have my attitude that even an art lead may want to comment on the scripting, while the programmer may have a level design contribution. Then without leaving his scripting console, programming environement, he can throw a few cubes into the map, adjust some assets and submit his idea to his colleagues. I mean but this is just conjecture. There is more than one way to skin a cat. Of course you don't want people stepping on each other's toes. But that's more of a relationship issue and having the ability to cooperate with others type of question. Rather than what software are you using.
  5. 1. Blender is open source. If a game engine wants to write a plugin and say do something like make use of blender's abilities you have the right to completely change the interface. Because it's open source. Therefore, the whole argument of horrible interface is null and void. (besides that it's interface is actually quite brilliant, Ton Roosendal the guy in charge, says that learning blender is like learning a musical instrument. Knowing to play a guitar does not mean that you will know how to play the drums automatically. But once you learn an instrument it becomes like second nature. Blender's interface may be more difficult to master, but it IS a brilliant interface once you do take the time...no other interface feels so organic and second nature as blender's... once you learn it... but that's besides the point) 2. As tools advance so does the behavior of mankind. I think that once people used to right horses and wagons and that their travel habits were much different than they are today now that we have the automobile. In other words, if game engines were completely unified, as in the case of blender, people's sheer curiosity, spurred onward by the orgasmic quality of having so much awesomeness at the fingertips would cause these traditional roles to begin to blur. I mean, if you are an animator and you see an issue with the UV and the UV window is right there in front of you, why not tweak it? If you are a programmer, and the animation is 20 frames too long, why not reduce the frames yourself? People would learn if the tools were more advanced. Why not move the character's ears up, or merge a few verts? Even if you aren't a pro there are some things anyone on the team could do when it comes to modeling. These things would become more apparent if other editors were more like blender's. 3. Once again, as far as a Leadwerks plugin for blender. You have the right to redo the ENTIRE interface. While keeping all of the power that lies within it. It is open source. You do not have to ask permission. 4. That page is years old. It's a horrible example of what blender's feature are. The features grow so quickly and are so rock solid it's no surprise they don't keep up on the publicity end. I can vouch for the engine. It has every feature Leadwerks has AND you can port it to Iphone (by my understanding...but...just don't try to sell what you made though). Well the only features it doesn't have is I don't think it allows the GPU to handle character skinning like LE does (I think) it doesn't have vegetation optimization to the extreme level of LE, and it doesn't have the unified lighting system of the deferred renderer (But not many other engines have these things either). It has literally everything else that I'm aware of and it is more than capable of achieving the graphics quality of a Red Dead Redemption or a Mass Effect 2. Not Crysis though.
  6. Well from my experience in blender it's not so much the question whether you can do something or not it's about how intuitive and natural it all feels. The freedom of being able to tweak an animation within the game engine, and then only seconds later without changing programs, to tweak your UV map, extrude more geometry on a mesh, edit some scripting elements - having it all literally at your fingertips there is nothing like that other than blender game engine. Sculpting, rendering, blender has volumetrics and nurbs, and splines, and sculpting you don't have to be a so called artist to make awesome things. For instance, with blender you can make your own terrain maps of any quality, you can make your own sky renders INTERACTIVELY within the game engine! It's just a level of feeling natural that blows everything else out of the water. Record physics interactions, render movie sequences, model everything, it just confuses me why software like this that can offer so much to a game engine like Leadwerks would be ignored when the software itself is free. I think it would make a lot of buzz in the CG community to see something like that happen. And I think whoever is the first to do that will be copied immediately by everyone else. As they look at the cost/benefits ratio and realize that millions of dollars worth of software engineering is OPEN SOURCE and ready to be taken advantage of to do wonderful things. How can people ignore that? It just confuses me. Maybe someone can explain it to me. It's got it's own exportors/importers it's own dev team that works at a lightning pace. http://www.blender.org/features-gallery/features/
  7. btw i've known about project offset for quite some time so my response isn't just a knee jerk reaction to the vid
  8. you know what? Blender game engine can do all of that and more. Blender game engine's code is OPEN SOURCE you know what? Leadwerks can develop a plugin or something for blender game engine's artist tools for FREE Leadwerks can entirely change the interface of blender if it wants to because it's OPEN SOURCE *end broken record until the next time here's the thing, I'm not even sure why Leadwerks is developing it's own editor and hiring lots of people to do that when you can plug the SDK into blender, change blender's interface to be whatever you want, and take advantage of all that wonderful beatufiful code and constant development because Blender game engine is OPEN SOURCE
  9. if Aggror wants it I support it too!
  10. ahhh, ohkay, which would explain why the vegetation that is not directly lit by a light other than ambient light becomes blurred while the other vegetation does not. It now has a sort of freaky pseudo-dof type of effect to it. I'm not sure if that's intentional though. Is there a way to switch so that it is a little bit heavier but also appears everywhere? Some of the vegetation is getting a little too blurry now (that in the shade vs that in the sun). I actually liked the grainy effect of the first one only it was a little too grainy. I also liked the heaviness of the first one only it was a *little* too heavy. Right now it seems a little too blurry and vanilla. You know what I'm just confused so many shaders bloom etc I'm not sure which is doing what and how right now. All I know is that it's a bit blurrier now which is fine. Only there is a contrast between directly lit vegetation and that which is mainly lit by ambient light in terms of how defined the vegetation looks which wasn't there before. I will probably take the SSDO shader from 2.31 and edit it as much as I can and throw that inside of 2.32.
  11. Josh could you eleborate on what changes you made to the ssdo shader in particular as well as bloom, because it seems like it's different. It seems like it's blurring some of the vegetation as opposed to before where it would add more of a grainy effect or maybe I'm imagining this completely.
  12. well if u have another entity within view it will not link to the intended target that is slightly occluded by what's in front so having layers would make it a lot easier to organize ur scene, I don't usually have this problem, but when playing around with Rick's Thingoids all the links got kind of scary and some things i had to turn somersaults in order to make connections
  13. scene layers? blender game engine has 20 scene layers which makes it really easy to organize things
  14. physics fle? Let's see I just used it on a bunch of hallway and room skeletons to test on, and it was weird - like a first person platformer. But I installed over this direcotry when I was trying to update so I think the script files are gone
  15. Bloom is working I think while HDR is not. I'm holding the parrot hostage until this issue has been addressed.
  16. TeraDycTile! (Terrific Terrain Dynamic Tiles)
  17. Consoles don't have much appeal to me. Console gamers think differently when they purchase games than PC gamers who log in to steam and see a pretty cool game that's $20 or less. Like Trine. I wouldn't have bought that out of Wal-Mart for $20 when I could get it on Steam for $5. If a console gamer hasn't seen ads or reviews or heard hype of a game it might as well not exist to them. And a low priced, game that I haven't heard of is usually a no-no as far as purchasing goes. Even if it has lots of a good critical reviews on the box, critical reviews won't necessarily put me in the mood to purchase. It's just something about the console, it doesn't appeal to me. I think it's because the entire context of the purchase is being strongly influenced by the identity of the console itself and by the block buster games sitting on the shelf next one another. On Android or PC you can have your own personal context. And I think that can make a difference in people's perception of the value of a product.
  18. it's kind of a pretty effect shard btw i get that too
  19. What's funny is that I grew up in Mississippi (The Dark Ages) And I never knew what it meant to be a game dev. So I put it out of my head all through school. Even through college. When I was in college I found this program called RPG Maker. And I was like, "Oh yeah?" And from there I found blender and I have been fiddling ever since. I have had no art or programming background. I went to school for political science. I always saw games as the finest of arts. But most people around me think of them as just toys or a waste of time. I suppose that's how the older generation felt about rock and roll back in the day. Or professional sports. Or the television. Or the automobile. I could go on and on.
  20. if i touch or shoot the terrain i get E_A_V
  21. someone made an open source pathfinder for blender game engine why don't you guys take a look at that http://blenderartists.org/forum/showthread.php?t=158626 The Python script is right there for you to download and take a look at. Not sure if that would be helpful though. It's a bit over my head atm.
  22. 1. Dialogue/Cutscenes Management (So you can direct and manage camera and decisions tree - think of Mass Effect2) 2. Pathfinding 3. Shaders
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