Einlander
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Posts posted by Einlander
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I don't have the issue with l4d2. It might happen with another game that i own. Is this happening to everyone that uses Lw?
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Can we get an actual subforum for game-art requests or general bounties? There should be some rules in how to request models. If it's a paid request there should be a sticky about best practices (escrow use, perfered payment methods, etc)
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If you read some of the fpsc readme's and license's for some of the model packs and some of the licenses for tools like treemagic it states that you can not convert them from their original format to another. Other tools such as Character Shop state that you can use them in any game, but you can't use the animations on a model that you intend to distribute.
Of course its up.to you to find the licenses and interpret them yourself, and decide whether you are going to follow it.
Source:I own almost every single TGC product.
If you read some of the fpsc readme's and license's for some of the model packs and some of the licenses for tools like treemagic it states that you can not convert them from their original format to another. Other tools such as Character Shop state that you can use them in any game, but you can't use the animations on a model that you intend to distribute.
Of course its up.to you to find the licenses and interpret them yourself, and decide whether you are going to follow it.
Source:I own almost every single TGC product
p.s. The program fragmotion has the ability to convert dbo/x/b3d files to .x and.vice versa. It's has a batch convert option in the menu. The result may not be exactly what you want, but it's damn close.
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Now that we have the cm measurement in the editor, can we have an option to have the editor scale by 10 as the metric scale instead of powers of 2? It gets frustrating trying to make a 100x100cm box and it never aligns to the grid.
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Sounds like me and you are making similar games, except mine is in first person . How are you gong about implementing the networking? Are you using pure sockets, raknet or another 3rd party solution?
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I can help out make simple household props, texturing might be suspect though .
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I think if you download the weapon pack there is a readme that tells you about the pack. Also if you go to thier I'm editor store the user names are listed for categories. Only issue us are they still around. Fpsc classic not reloaded.
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No thank you. As an ATI gfx user I would prefer if people stay away from NVIDIA solutions. PhysX is an abomination on AMD systems. Have an AMD gfx card? No hardware accelerated PhysX for you. Have an NVIDIA card and an AMD card? No Hw a cell for you. Got an AMD system with an ATI gfx card and 8 cores? Let me run PhysX on one core. And they don't allow sharing of NVIDIA code from their code archive to people not in their program.
No thanks, I'll stick with Newton, Ode, and Bullet physics.
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in your game directory delete the steamid.txt file too. At least in the lua version it stops steam from starting.
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There are a series of problems when loading an FBX with embedded textures.
- Textures are extracted to a new directory, but the directory is never view-able in the editor
- If you manually try to find the texture using the material editor it will show in the file picker.
- 1.5: If you drag a folder with an naming scheme of *.* (hello.world) into the folder from explorer it will not see it
- If you create the folder in Leadworks using the built in folder maker it will load the folder. (did not test if it will load on an editor restart)
- If you create the folder in Leadworks using the built in folder maker it will load the folder. (did not test if it will load on an editor restart)
[*]You don't see the model in the model editor.
- If you put the model in the scene window, it will not appear, even if you click goto.. or frame selected.
- The model has a black icon.
- If you load the texture, the icon loads, but not on the model
[*]The material does not load any of the textures on load, probably because it doesn't see the folder
- If you manually try to find the texture using the material editor it will show in the file picker.
The Editor Log:
Failed to load thumbnail 6 for C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Failed to read file C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl Deleting model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Error: Failed to load model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl". Failed to load thumbnail 6 for C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat"... Error: Failed to load material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat". Failed to load thumbnail 6 for C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat"... Error: Failed to load material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat". Converting "models/props/health/health pack.fbx"... Input: C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbx Output: C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl FBX: Initializing scene... FBX: File version: 7.3.0 FBX: Importing scene... FBX: found null: health pack.fbx FBX: found mesh: Health Pack FBX: found animation: health pack_anim_intervals, fps: 30.000, start: 0.0000, end: 1.0000, length: 1.0000 MDL: total vertices: 234, total faces: 464 MDL: exporting as static mesh MDL: writing C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/\health pack_PtexPlane0.mat Conversion: success Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex" Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex" Deleting model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Deleting material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat" File does not exist: C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_color.tex Converting "models/props/health/health pack.fbm/health pack_ptexplane0_color.png"... Successfully converted "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_color.png". File does not exist: C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_nmap.tex Converting "models/props/health/health pack.fbm/health pack_ptexplane0_nmap.png"... Successfully converted "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_nmap.png". File does not exist: C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_specular.tex Converting "models/props/health/health pack.fbm/health pack_ptexplane0_specular.png"... Successfully converted "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_specular.png". File does not exist: C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_disp.tex Converting "models/props/health/health pack.fbm/health pack_ptexplane0_disp.png"... Successfully converted "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.fbm/health pack_PtexPlane0_disp.png". Failed to load thumbnail 6 for C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex" Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex" Deleting model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Deleting material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat" Saving thumbnail C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl Failed to load thumbnail 6 for C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Model/diffuse.shader"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex" Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex" Saving thumbnail C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat Deleting material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat" Deleting shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Model/diffuse.shader" Failed to load thumbnail 6 for C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_color.tex" Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex"... Error: Failed to load texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0_nmap.tex" Deleting model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl" Deleting material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack_PtexPlane0.mat" Saving thumbnail C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Models/props/health/health pack.mdl
Image:
File:
- Textures are extracted to a new directory, but the directory is never view-able in the editor
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Ouch, only that ? Do you even have really used 3D coat before stating that ?
- voxel and surface sculpting
- Retopology tools (among the best ones)
- Normal map baking
- 3D model texturing on diff/norm/specular channels
- tileable texture making
I use it for exactly what i stated it for because I don't need to model in it. I am proficient enough at modeling that I do not have to use voxel and surface sculpting and retopology. It is a very good surface painter and I do use the diff/norm/spec channels, I just felt no need to seperate them into the individual components. I use Photoshop or Bitmap2Material for tileable texture making because, quite frankly not all textures are tileable. I also got it before Substance Painter/Designer was available on Steam.
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Can someone move this to Game Art or Off topic? I have no idea how this got here
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I'm an ok 3d modeler but I decided I needed to move on from my favorite program Anim8or because since it has no fbx export, I needed to add another program to my workflow.
What 3d modeling programs do you or have you used and what do you recommend? Other than Blender.
I use and recommend Anim8or (free) for general modeling. It is VERY simple and capble. I like it because it makes it so simple to make a single polygon, then build form there. I'm not a fan of start from a shape and build out.
I also have:
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Fragmotion ($50usd, trial)
- because it has everything a game molder needs.(Modeling, multi-exports, animation and rigging)
- NOTICE: It collapses all meshes into a single mesh for fbx export.
- Does Batch model conversions
- supports dbo, b3d, .x conversions for those of us who started with blitz3d or darkbasic
- Don't want to pay for the full version? brush up on your "Lords Prayer".
[*]Shade 3d Standard, (free for unity, $49usd Basic, $249usd Standard, $499usd Pro, softimage to shade 3d pr0 upgrade $199usd, timed trial)
- Windows, OSX
- I am learning this one so i can replace Anim8or. It is simple enough, has unity exports and I have some settings for Leadwerks.
- Comparable to Blender, the user interface is more exposed.
- Lots of Export Options
- Renderer
[*]3dCoat ($99usd, Pro $379usd, Demo)
- You can sculpt your objects as if they were clay.
- for texturing and export.
- Renderer
[*]Deled 3d Editor (free, open source)
- Level editing, light baking
[*]Sledge (free, open source)
- Can open Leadwerks vmf Exports and can save them as objs
- Hammer alternative, exports objs, quake maps and vmf files
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[*]Clara.io (Web Based, Free)
- Full featured 3d modeler in your browser
- Modeling, animation, Materials
- INSANE amount of import options and standard (collada, obj, stl,fbx)
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MULTI-USER SIMULTANEOUS COLLABORATION
- You can have your group/team working on the same scene/model simultaniusly
[*]Renderer
- You can have your group/team working on the same scene/model simultaniusly
[*]Blender (free, open source)
- Does it need an explanation?
- New features being added all the time
- Plugins
- Sculpting
- Mesh painting
- Multiplatform
- Renderer
- It does have a learning curve. If you have time you can overcome it.
[*]Silo 2 ($79.99usd, multiplatform)
- Multiplatform
- Uv Mapping
- Lots of mesh editing tools
- Retopology
- Import Export: .sia, .sib, .obj, .3ds, .dxf, and .fac
[*]RaySupreme 3D ($39.99usd, Multiplatform)
- Multiplatform
- Low cost
- Can create a model by Text ("A living room. It is 1928 AD" will create a living room circa 1928 provided there are models that are properly tagged)
- Node editing of objects and materials
- Renderer
- because it has everything a game molder needs.(Modeling, multi-exports, animation and rigging)
What else do you use, recommend or don't recommend?
Edit: Somehow I missed RaySupreme and Silo 2 even though I own them. Added Multiplatorm, also added more points to some of the editors
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Fragmotion ($50usd, trial)
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Hmm, you're right. I've checked shade3d and found that I can reset the transforms. I would have never figured that out. Thank you. Still learning shade 3d
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I made a model in shade 3d ver14. When I load the model in leadwerks one of the models is mirrored in the wrong direction. I loaded it in blender, and fragmotion both loaded properly.
Look for the small boxes, they should both be on the outside of the model.
model:
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Steam doesn't take returns.... You might try your luck.
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Being the lazy person I am, when I get around to networking I'm going to have a modified entity tracking script. All networkable objects will be prefabs with a script saying whether the object needs to be networked and I it has physics. Every time it syncs it will compare the old list to the new list of entities and only syncs the changed entities.
Alas I'm lazy and it will be a while before I get to it.
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Since the last update, options in the appearance tab such as diffuse, specular and the colors are ignored in game. Also there is no longer an option in the material editor to make a material not cast a shadow.
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Hmmm, Now it seems like nothing in the appearance tab works in game. It looks and works fine in the editor, but not in game.
Map : apperance tab.zip
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Works beautifully. I can make buildings and prefabs and move them without worrying about the textures shifting.
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Thanks, I'll try it out later.
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Threads are the way to go, but it would be a hard feat to in lua. I know in .net it's not that hard, but its not exactly simple.
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If he is using static models with simple textures, he could make his own model format, or make an obj loader, and on every cycle load some of the model into a surface untill its completely loaded. He can do the same thing with the texture. So now he has a deferred model loader and texture loading system. Split the world into sectors, and load all neighboring sectors and discard sectors farther than X sectors. This takes care of memory requirements and and allows for sudden u-turns.SOURCE: I use to make rpgs on graphing calculators.
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Is it anything you can publicly request?
Does Leadwerks 3.2 have the ability to "slide" between two meshes.
in Game Artwork
Posted
You can get the vertices' data for a mesh using the surface command. From there you can modify the mesh data to look like whatever you want. Hypothetically you can take one mesh like Guppy said, with the same vertices', modify it until you arrive at the new mesh, then swap the models so you can use different animations.