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Benji385

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Everything posted by Benji385

  1. Blender Cookie - It is an awesome website for Blender newbies Allot of content is free but some content requires a subscription. Very much worth it though. Blender Guru - Same a Blender cookie awesome website will teach you allot. Focuses on more advanced stuff though. Hope that I helped
  2. So I just saw a facebook post from Josh that says - "Our Lua debugger, built on the cross-platform ENet networking library, worked perfectly on Linux the first time it was tried." Are we getting Multiplayer/Network support for Leadwerks? or is this just for the LUA debugger? Networking support would be awesome!
  3. I found this a few days ago Lots of awesome resources in there.
  4. @YouGroove - Run MalwareBytes and your prefered Anti Virus Program. See if you come up with anything EDIT: I had the same problem a while back but it was in italian.
  5. You could build a decent desktop pc that does not take up a whole lot of room for about 400.00 USD. You would not be using the latest and greatest tech but you would be able to run leadwerks. I can spec out a pc for you if needs be.
  6. I would personally have it taken off the list - Just because well it is looked down upon when people rip models from other games. Most models that are ripped from a game typically have triangles opposed to quads. They would be good for practicing retopo work on but other that nothing more. Quads are allot easier to work with opposed to a bunch of tiny triangles.
  7. Do not use TF3DM most models on the site are ripped from other games using them in your games will result in a lawsuit from a major publisher (Ubisoft, EA, Etc.). I would also highly recommend taking off this list.
  8. +1 for Physically Based Rendering - Not only would it be awesome but like juniez said it would cut down on guess work for materials. I am just waiting for native Linux support. Is that a maybe for PBR in leadwerks? Will Pay for PBR
  9. Hey drumwrist0123, If you need to create a high quality world - world machine is the way to go. I am planning on getting it myself so yeah. Here are some videos for working with world machine and CryEngine. They can apply to any other game engine including leadwerks. This tutorial uses Maya, Mudbox, and World machine However feel free to improvise Totally forgot about L3DT - That is an awesome tool as well forget the price tag though. I know that it has a free version for up to 2048x2048
  10. Personally I would love a node based Shader system. Third party or Integrated into Leadwerks much like Unreal engines Implementation. I say this because I know nothing about shaders however I know how to make shaders with a node based system. Kind of backwards yes...
  11. Hey MJuliano - I am also a follower of your work. Rouge System is awesome and should have been funded on Kickstarter. Very Sad that is was not funded. Anyway - I wish you the best of luck on Rouge System. It looks awesome If you need any help just give us a shout at. Is there anyway I can throw money at you for Rouge System? Thank you for the link to mental mill BTW. I missed that bit in my fit of excitement. Welcome to leadwerks you will like it here
  12. I am not sure what version of OpenGL leadwerks uses, Your Onboad Video Chipset should support OpenGL 4.2. I would reference this with the System requirements on steam. Just double Checked the system requirements. It should work.
  13. I have a few requests for tutorials - How to map Input/Actions to a controller, keyboard, or joystick. Creating a load / save game system for our games. How to Implement Split Screen Cooperative or versus Play on a single machine for up to 4 players. I can go on and on but I will leave these here for now
  14. Hey Luke, I replied to you via PM but I am going to do it here as well. Look into getting this book or this book. In a nutshell it should allow you to make the Cel Shader as well a bunch of other shaders. The book clocks in at about 1000 pages give or take ten or twenty. It is very in-depth and will teach you allot. I hope that I helped
  15. Hey Rick, Thanks for the reply. Yeah it is old school but it will allow me to create allot more monsters quicker and with allot more efficiency. That and I can skimp on detail a bit. As for frames I am thinking here about 5 to 10 frames per animation. But that is up in the air due to I have not yet rigged the characters in blender. So Basically - Create a material for each animation frame. Then load the model from code in this case my 3D plane. But here goes a quick question or two what would I need to do to make it rotate or give the "Illusion of rotation" as well as have it face the player always? I was thinking about having multiple (Seven or Eight) planes attached to a low polygon Cylinder. Then with the method that you suggested putting each animation on to an individual plane. So for example: The Back most Plane materiel(s) is completely separate from the Front most Plane. So on and so forth. Thank you for your time - Ben
  16. Hey All! If anyone can shed some light on this this would be great. I am currently working on a Retro First Person (Doom, Catacombs 3D, or Wolfenstien 3D ) but in a rougelike RPG form. So I am currently learning LUA ATM. I want to make a series of characters in 3DS Max or Blender render them out to a 2D Image that are going to be rendered out as a series of Images and applied to a 3D plane - When the character moves around the Character/Monster it should in theory rotate at the proper angle. On the death of said monster/Character I want the Character to leave behind a corpse that can be gibed and can be affected by player interaction. (More on this later...) When the character attacks I want the character/Monster to play an certain frame of animation. If anyone could help it would be appreciated.
  17. Hey, How much demand are we talking? I have seen a request for this on the steam forums a few times. PS. Sorry for the bump.
  18. Hey TheFreeMan, Is it OK if I call you Gordon? As far as I am aware no or at least I have not run into one. NOTE: I am not affiliated with Leadwerks Software. I am just an Developer / End user of their awesome toolset!
  19. Hey Josh, No problem - I was just not sure that is all.
  20. Hey, Josh - I thought that the mobile plugins were going to be a free addition to leadwerks 3.1? At-least that is what I thought when I read this blog - Correct me if I am wrong.
  21. Hey all! First off I need to apologize. I have had problems resetting my password the last few days so I had to make an new account... It is like my account never existed. :/ Anyway - I am planning on purchasing the 200.00 USD version of leadwerks 3.1 I need to ask a few questions - I just got an an OUYA - I would like to develop a game for it. I would also like to develop a game for SteamOS when the time comes. But before I do so I would like to ask a few questions - 1. Will there be a price increase for leadwerks 3.1 after the sixth of January? 2. How artist / Non Coder friendly is LeadWerks? I know that it has a visual scripting System and CSG Editor. 3. When will Android / SteamOS support arriving in leadwerks 3.1? 4. What would I need to get started with leadwerks? I am very much a non coder/Programmer. More or less a 3D Artist. 5. Is there support for terrain streaming? Thank you for your time, Benjamin Stanley
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