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Einlander

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Blog Comments posted by Einlander

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    I see no tessellated hair....

  1. That's what I'm wondering about though. I mean if it's in the editor then it gets the exposure to LE users. I never look at the workshop in steam. I do it from the editors interface which at that point I don't really care where it's coming from/stored. The question is does having steam house the workshop items give people a more fussy feeling about LE than if it had it's own storage place for things and you added/edited/put up for sale from the LE editor?

     

    I'm not a fan of the current editor workshop interface, or the amount of control that you don't have.

     

    In the editor, it's as barebones as it gets. You can only search. You can't sort or look through categories. You can't look at what other things an author has done, or can you see if they are part of a bundle.

     

    Also the way private items DON'T actually work. I wanted to set a project to private and share it with my testers. In steam they could see the project, but in editor and the game player it did not show up. So now I have to place it on a file share site and distribute links.

     

    These are some things that must be settled before a store where people are parted with their money is released.

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  2. I'm actually afraid to make my prefabs more than a model + script.The prefab imo system needs improvements to accommodate for texture cords for brushes along with other error prevention.

     

    It would be great if you can load buildings, rooms, and other contraptions without any hiccups which I ran into in the past.

     

    I would settle for this. I wouldn't even need any new features for a while.

  3. I would rather community/crowd fund or contract out 1 good game using the engine release it both on steam and the game player AND provide the raw project for people to dissect. Then use the game to advertise the engine and its capability. Unity, Cry, Unreal, and Game Maker all have games out that can be pointed at and used as an example of "This is what this engine can make". Leadwerks 3x series is a relatively young engine with room to grow. It will eventually get there. Or we can work towards having that 1 game that can be used as an example of a Leadwerks game.

  4. The character controller example map demonstrates the step height and slope values, and doesn't have any issues:

    http://www.leadwerks.com/werkspace/page/tutorials/_/fps-character-controller-r23

     

    In both cases, a slight padding value is used to make sure the exact limit always works. If you have a map that demonstrates a problem I can definitely take a look at it.

     

    Regarding navmesh dimensions, you will never get a measurement that is 100% perfect in all situations. The navmesh system works by voxelling polygonal geometry and calculating navigation data from that. There will always be some loss of precision due to the alignment of the polygon geometry when it is converted to voxels. Fortunately, you can easily visualize the navmesh in the editor, so if there is a part that needs adjusting it's easy to do so.

     

    The real issue is when you are crouched. Other than walking it doesn't properly work. Steps act like walls, unless you approach them from a certain angle at a certain speed and glitch on top. Slopes, if you move at all on one while crouched, you will slide down it.

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