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DudeAwesome

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Posts posted by DudeAwesome

  1. 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

     

    4643603808_066e67ab10.jpg

     

    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.

  2. 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

  3. 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 biggrin.png 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!

  4. 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 sad.png

     

    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 biggrin.png

  5. thx for your answer shadmar but this will not work sad.png

     

     

    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 anyway

     

    when 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

  6. 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:

     

    ac9yj4sh.jpg

     

    this is what I created in the FUSE demoversion

    mdwveko6.png

     

    is this a problem with the shaders? it looks not that good in my render output

  7. 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

     

    2014-01-11_00001.jpg

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