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BenH_76

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Posts posted by BenH_76

  1. I tried the import, that is always ignoring the texture, I tried to drag into my project folder and nothing converts automatically, I tried with a single image file to the model and I tried with multiple image files to the model, in all cases, naked model, no textures. I am clearly doing something wrong, will start again this weekend and see what I am screwing up.

     

    The engine doesn't automatically create the material for you and apply it to your model, it just automatically converts the files to formats read by Leadwerks. ".mdl" for models and ".tex" for textures. Just right click on your texture and "Generate Material" . Then drag it onto your model http://www.leadwerks...-materials-r689 . If your model has multiple materials assigned to it I think you can apply them to the appropriate parts in the "Model Editor". Double click the model in the "Asset" view to open the "Model Editor". There you can also separate your animations http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/model-editor-r16

  2. So if I drag and drop a FBX file, Leadwerks3 will automatically convert it to a .MDL with textures converted and animations intact?

     

    Mike

     

    Well drag your FBX file and your texture files into your appropriate project folders and Leadwerks will automatically convert them for you. I haven't imported animated models yet so I don't have any info on that front. Just create a test project and try importing various models. It is always to good to figure out your proper art pipeline workflow before you start your real project. Try importing some stuff and see how it works out for you.

  3. [/size][/font][/color]

     

    Those instructions CLEARLY state that graphic and model conversion is handled AUTOMATICALLY by Leadwerks. If this is so, what is the necessary procedure to allow Leadwerks to AUTOMATICALLY convert the model and texture(s) to Leadwerk's file types?

     

    Mike

     

    Just drag and drop the files into your project folder (wherever you keep your Models/Textures).

  4. I haven't yet exported any animated characters into the engine yet so I am not sure. After I make my level I will start characters. I bought the ACS kit http://www.luxology.com/store/kits/acs/ which I will be using for all of them. Supposedly it is absolutely amazing.

     

    As far as exporting standard assets and levels it is pretty straightforward, it just works. I am still experimenting with the best way to do lighting because as of now you can't bake lighting onto imported meshes inside Leadwerks. So right now I am planning on doing all of my lighting and lightmap baking inside Modo and then export the whole level at one time. We'll see how it goes. I wish I had more info for you but as you know creating all the art assets for an entire level by yourself can be very time consuming and I have mostly been creating art assets rather than exporting them too much yet. The solo developer must be very patient lol.

  5. Yeah, learning a new 3d app and a new engine at the same time is definitely a lot of information blink.png . I have been using Modo for a few years now, so I should be able to answer any questions about it if you have any. It is an amazing program once you learn it.

  6. Isn't the new update going to give real-time shadows not at a high cost even on mobile? Isn't that what the blog post was about?

     

    If we could get deferred rendering working well on mobile then that would be amazing. But I was just hoping that until that happens we could lightmap imported models. However, if deferred rendering is right around the corner then I will gladly use that instead of lightmapping.

  7. Just note that doing this doesn't take advantage of model instancing and won't be the most efficient. You'd be better off making those tiled models in your modelling program and then assemble them in LE to take advantage of instancing. Your levels will load faster and take up less memory. For mobile this can make or break your entire game depending on the complexity of it.

    Yeah but the problem right now is that imported models cant be lightmapped in Leadwerks 3. That is why I requested the 2nd UV map for lightmapping on imported meshes in another thread http://www.leadwerks.com/werkspace/topic/6523-2nd-uv-set-for-meshes-for-lightmaps/

    That is the most important feature request I believe and it would make it so artists never have to use CSG at all if they dont want to.

  8. Do people seriously not understand how to drag the mouse and make a brush? You can just drag out the walls to sketch them out. It's way faster than any polygonal modeling application.

     

    No it is not . In Modo I make a cube a flip the normals. Viola...instant room. Only in real life do walls need thickness.

  9. I don't know who's method is easier but I'd go with Shadmar's method... Your way of a make room button has everyone's rooms looking very similar, in the same style. When you build a prefab, all of your rooms look similar to each other, and all of my rooms look similar to each other - but your rooms are probably in a totally different style to mine.

     

    Every game developer's rooms looking more-or-less the same gets really boring really quick. Games are where you can let your imagination run wild. If you're not going to have anything unique in your game, I'd join Activision...

     

    The rooms in Metal Gear Solid didn't look anything like the rooms in Splinter Cell even though they were the same sort of game from the same sort of time.

     

    Well with my way everybody wins. I could use the "Make Room" button and you could use the prefab option. smile.png

  10. Just make it once and save as prefab :-)

     

    Good workaround but my way would be easier. As of now the editor is way too clunky for me to use for any level creation. I will use Modo for all modeling. I am 1000 times faster in there.

  11. After going through the first part of the FPS tutorial I notice how annoying it was to make a simple room. It would be so much easier if there was a "Make Room" button where the user would input the desired room dimensions and wall thickness and then the room would be created for them.

  12. Let me ask this another way. Has anyone who bought the IOS and Android deploy modules exported their game to either and played it? Did it look good? Did it play well? Was it easy to do or a pain in the backside?

     

    Any example at all? Even the demo project that comes with the trial.

     

    Surely there has to be someone who exported something to a mobile platform by now!

     

    Mike

     

    The engine is so new thats why not many have yet deployed to mobile. I just got started on my game with Leadwerks 3. The engine is easy to use though so far. I have a few apps on the app store using Unity, but I am using Leadwerks now and foresee many apps in my future using this engine.

    • Upvote 1
  13. It makes sense.

     

    So we could import models and have them lightened by LE3 lights as BSP if it was some on the level.

    And static lights used in lightmap works in models passing by also.

     

    Yes, this is precisely the workflow with UDK and it is excellent. Out of all of the feature requests this is probably my number one.

  14. the lighting is never gonna match, no matter what workflow you choose... but i think you'll be able to come close enough with a lil planning...

     

    simply set the lights in your lightmapper at the same locations as the lights in your scene in Leadwerks, and set the light properties to match as well...

     

    or...

     

    lightmap the entire scene...

     

     

    an example of Gile based solution for lightmapping (you'll probably not like this one either laugh.png ) can be found here --> http://www.leadwerks...e__hl__lightmap

     

    --Mike

     

    Yeah, until Josh implements my original feature request I suppose I will try to lightmap my entire level in Modo. However, if the LE3 editor workflow is supposed to use a Brush/Mesh hybrid system then it makes sense that both should seamlessly be able to use lightmaps generated from the LE3 editor. Although I understand that the engine is still technically in beta and Josh will add these types of features in the (hopefully not too distant) future.

     

    It could work like the attached image maybe...

     

    MaterialEditor-Improvements.jpg

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