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Andy Gilbert

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Blog Comments posted by Andy Gilbert

  1. @yougroove. Just wanted to say Im not new to moddelling :) i use 3dsmax and zbrush when developing models aswel as many other workflow tools including blender (your favorite tool).

     

    This was purely a leadwerks csg exsercise to see what I could achieve using csg in leadwerks currently.

     

    @shad. Ill have to try that, if it works as you say then It would great. Will open some good opportunities.

     

    Andy

  2. Im a bit confused about this:

     

    After the update i have created a NEW lua project and created a NEW map, when i try to run it, it errors with:

     

    Map file version 12 not supported.

     

    You also say:

    It is recommended that you delete the following files:

    • Leadwerks/Editor/Templates/Lua/$PROJECT_NAME.exe
    • Leadwerks/Editor/Templates/Lua/$PROJECT_NAME.debug.exe
    • Leadwerks/Editor/Templates/Lua/$PROJECT_NAME.app
    • Leadwerks/Editor/Templates/Lua/$PROJECT_NAME.debug.app

     

    If i do that then create a new Lua app, i cant run it as they are missing?

     

    Andy

  3. Shadmar that would be great to have a play with them if you don't mind of course. How do you want to get them over to me?

     

    Josh I do agree, and like I said I know the future renderer will bring them big graphical features back. But in the videos I watch of left 4 dead there's a torch being emitted and that torch lights up everything, models and geometry? What I did notice is the torch doesn't effect the shadows of the zombies, but nevertheless they do have some basic projected shadows from somewhere. And I guess this is what's missing the most, simple shadows for animated objects and maybe some dynamic lighting for csg, even if for pc/mac use only.

     

    Thanks

    Andy

  4. Yougrove, i honestly think you just enjoy typing.

    I would say, wait for next update, make all your level in some modeler and use only real time shadows
    I am aware of this, hence in my post i refer to the "current version" of leadwerks 3.

     

    Normal map is coming for BSP i read on the forums (so you'll have normal map + light map on your BSP level)

    I know this as i explained in my post.

     

    If you need different shaders for the base level , you'll better choose models and not BSP.

    Same again, i said in this in my post?

     

    Use Baked normal maps (normal maps transformed to gray levels)

    I seen that , even on Uncharted game.

    You won't notice the difference alot , specially in a action game.

    It depends if you target eye candy with dynamic lightening, or simple normal map look ?

    Are you a modeller? Baking normal maps is a process of baking a normal map from a high-poly model, this is the only thing i can assume you are refering to. But again, like i mentioned, normals and spec on models is no problem, but models dont cast or receive any shadows on other models in this current version of leadwerks3, nor does BSP have normals or spec (at the moment) so in a complex scene there are visual conflicts that make the scene look bad.
  5. Its good how the mobile addons are seperate but I guess the bit i dont understand is $999 for Leadwerks 3 base product for Windows and Mac despite having graphically less features than LE2 which was took out for mobile. So for people like me who arnt at the moment interested in mobile and who own LE2, is it worth $499 (or $999??) i cant see how....So for me its LE2 for now.

  6. Hi Yes that pretty much nail on the head pixel, i use normal texture layers with slope settings, and apply a base layer that is made up of errosion and weathered data from world machine, that still obviously needs tweeking in photoshop but not alot to get a good result.

     

    Low FPS: Because its on my not-so-good laptop, (easier than sitting on my not-to-much-better desktop)smile.png

     

    Thanks for comments

     

    Andy

    • Upvote 1
  7. Hi thanks for the comments.

    DigitalMAx, the for dester look im using the bundle textures with the LE editor, and as for the layer restrictions i just play untill they look right.

     

    Michael, no detailing done and so from ground perspective things are obviously not as detialed, but with local details I.E Rocks, cliffs, trees ETC it hides and loss of detail. Ill upload some now though.

     

    Thanks Paul. :)

  8. But.. i 100% agree with you josh, and really look forward to more docs and making the excellent feature packed engine more useable, or easier to understand...Hmmm i dont really know how to explain it, but im sure you understand.

     

    Andy

  9. I looked at blitzmax and really like the way the code looks, but it seems that LE support is geared towards C++ which i understand from the point of view of AAA games, but with LE developed in blitmax (correct me if im wrong) i would have thought this would be geard towards blitz users.

     

    I have the problem of being a full time delphi developer but unfortunatly there is very little support for delphi and i dont want to be the only 1 of a hand full on the forums that use LE & delphi. So im currently using C++, simply so i can get max support, but i am finding it difficult my C++ knowledge is very little.

    Andy

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