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Posts posted by DudeAwesome
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But it may be confusing to later customers that might become nervous that the game just crashed. Even if you know why the game freezes during the loading of the map you cannot exactly be sure if it is still loading or if it crashed.
I would just use threads later when LE3 with c++ support is available.
c++ is close to hardware. thats not a good choice to use lua for that IMO
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just wait and update drivers. have the same problem but I believe next drivers will fix this soon.
greetz
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looks like a fade and skulk from natural selection 2
what software are you using? i´m looking for purchasing silo 2 but dont know if its powerfull and easy
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Is there a Chance that leadwerks will Autoselect shaders ? Like diffuse-normal-spec textures are set leadwerks set automaticly the correct default shader. (Maybe defaults editable from settings) and default shadow shader.
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when you can code with python you should understand lua also. lua is a little bit annoying with the if else statements (I hate the THEN and ENDs like in Pascal)
just read some lua code and try to code some hello world stuff and play with tables. the rest is not that hard
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yep. there is a view desktop-view link in the footer
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yep but not everything has commands
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When you create a Material, save it. Material is still selected. If you do rightclick New->Material it will rename the selected Material
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I really would like to use some shortkeys like
F5 -> run programm
or
ALT + X -> opens Script Editor
would increase workflow a lot
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yeah its a little bit confusing.
Your model is exported from a tool, not a modeled character from a 3D artist, so there is lot of unecessary polygons, quads would be better also.If it is your main character i could say ok , it's next gen character, if you plan to use others characters in the scene i would recommend you to use (or buy) models with less polygons or you'll waste lot of processing power uselessly.
Example : Sintel character from Blender project : looks as good almost as yours , but uses lot less polygons, so more fluidity in game.
Is there a rule of thumb about how many polygons for chars or items are ok?
just wanted to create something and see how it works and how to import. I tried Blender but the Interface is really confusing. I dont like to buy models -> too expansive for my student moneybag but I´m looking for a software that has a good balance between handling, productivity and quality. Silo 2 looks nice I should give it a try. want to make everything by myself for the first time to learn
btw:
thx for help guys you are awesome!
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I tested rescaling your model in LE3 model editor and used it in game withour ANY PROBLEM.in Leadwerks 3.0, rescaling works great.
You must have some problem elsewhere ?
mhmm when i rescale it ( with indie edition 3.1) its still wrong so I think its a Bug in 3.1?
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thx dude very helpful
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You beat me to it =). if you scale the model in the editor this issue happens.
ahhh dammit, thats tricky i cant rescale models with FUSE is that a kind of Bug in LE3 or is that just a problem between the texture size and model scaling? So Fuse is kind of useless for me
just was looking for a fast model creator and fuse looked pretty nice
- Eyebrows are solid polygons , looks bad when camera near, they should be separate polygons and use instead a diffuse alpha transparency shader.yeah looks like Edding MakeUp
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ok this is strange:
when I drag and drop the Materials in the 3D perspective view from the world editor it looks bad. When I drag and drop it into the model Editor it looks how it should.
But it just looks nice in Model Editor in Worldview its still failed
edit:
screenshot
http://www.dropbox.com/s/h5e3mf5rbjymbyg/Screenshot%202014-01-11%2023.08.17.png
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I drag and drop the material onto the mesh in the perspective view
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thx for your answer shadmar but this will not work
this is my model i created
https://www.dropbox.com/s/arywlhruxjgoso1/CHAR.tex.zip
if you import it resize it to (0.01, 0.01, 0.01) its really tall
@tjheldna
I created a material for each part (Skin, Pants, Shirt, Hair) and included my textures for
diffuse
normal
specular
in the Texture Section
+ I included the Shaders from leadwerks in the Shader section
Shadow: shadow.shader (from shaders/model/shadow)
Shader: diffuse+normal+specular.shader (from shaders/model)
just looking at the background shadows anywaywhen I just import the model and it has no materials the shadow is correct. when I drop my Materials on it the shadows look wrong like in my picture
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you can drag and drop your boxes into the mainbox in the scene tab. If an object have more parts you see a tree structure
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I tried to use FUSE to get some Character Models and import them into LE3:Indie Edition.
The Fuse Demoversion works very well and allow you to export .obj with Textures.
For importing them into LE3 I used Autodesk FBX Converter 2013. The Models look pretty nice but they are very tall.
I created each Material and integrated the .tex Files from Fuse (diffuse, normal, specular) and used the shadow.shader and the diffuse+normal+specular.shader
this is my output:
this is what I created in the FUSE demoversion
is this a problem with the shaders? it looks not that good in my render output
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Sometimes I cant delete the Material from the Appearance Tab by press X. I see the Material drawn on the Model in the Editor 3D View but there is no Materialpath selected.
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can u tell me how I can add this? or give me a hint? I just thought its ok when i export any model as .fbx
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Hey guys,
I created a Cube in Blender and exported it as Autodesk FBX (.fbx) - was proud that I could load it into leadwerks but it dont likes textures.
I dropped the BlueGrid on ground and the Orange one on the Cube but the Cube has some strange shading artifacts on the cube and the texture just makes the Cube a little bit more orange but no grid is visible.
Do I have forget something?
here is a screen
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yeah the app is pretty useless for the community stuff. I just added the steamcommunity link on my homescreen and use Safari. But I its the desktop version of the site
no better solution found.
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any news?
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why not upload them too http://steamcommunity.com/app/251810/videos
not everyone using leadwerks from steam. this forum is more central for tutorials i guess
Map:Load with progress
in Programming
Posted
well for the time until c++ support is available:
in Half Life 2 there was no loading screen also. just a note "LOADING" and the game was stuck until map was loaded
loading screen is just a fancy part of the game. you can implement it later. or do it like HL2
btw:
I would seperated the whole GUI/Game Logic stuff in threads. It should be no reason to use just one for everything so that the game is waiting and wasting cpu time by drawing something like Ammo/Health text/textures on the screen when the ticks should needed somewhere else. Sure its harder to handle more than 1 thread because you may produce data races or tearing effects but its still a kind of performance optimizing when your code is executed asynchron in that case.