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DudeAwesome

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Posts posted by DudeAwesome

  1. the rain thing is something different. with substances you can create for e.g. a toilet room with unique ceramic tiles (some are broken some are dirty, grunge effect etc) if you now like to increase the dirty level just adjust some parameters or do you dont like the tilesize and want more tiles? no problem just adjust some parameters. you dont like the color or you want rectangle tiles dynamicly created (dont forget all the maps also automaticly created like normal, spec, height, etc) everything is no problem with substances. if you always have to edit the basic texture e.g. with photoshop and have to export the maps with tools like bitmap2material it takes years. with substances you can check out different settings in a finger snip. you dont just can use shaders for everything and you dont just can use textures for everything. you need both. but you can create those dynamic water effects or snow effects with substances also. the fact that you can scale your texture resolution in realtime also makes like easier. shader coding is also not the easiest thing.

     

     

    for now I have to export low and high resolution for low/high gfx settings. with substances you could import your substance and ask whats the gfx settings? its super awesome fancy ultra high? ok export the 1000k textures.

     

    just think about if you have exported every texture (low, mid, high, ultra) and then you want to change something... its like "*gnarf* I have to export all those texture maps again -.-" with substances you say : "ok whats next?"

    • Upvote 2
  2. I dont use blender because its a nightmare for me biggrin.png but for the lua stuff see Ricks fancy thread:

    http://www.leadwerks.com/werkspace/topic/8103-gameplay-tutorial-requests-here/page__hl__tutorial+request

     

    edit: ah ok you I see u dont own the engine, well in your case I just would read some basics. I never used lua before and learned it also with the engine but I have good coding experinces with other languages. lua programming in one sheet or in multiply scripts is a little bit different. lua is also not that hard to understand so just wait until you have the engine.

     

    if you really want to learn some lua before you own LE read code. you have to read a lot of code later. if you understand simple scripts you can do some more advanced in your mind.

  3. jep SD is really nice but ok it takes some time to learn the software but it pays. for me its not just the texture size its about the dynamic textures because you can change everything in the game.

  4. you really want to compare browser WebGL with native games? I dont have any drops btw it looks very fluid and smooth. I also dont know what the using of PlayGo have to do with this threat. playgo is just some software for the ps4 that allows background downloads. with substances you can decrease the downloaddata because you download substances and not all textures == more playtime instead of boring downloadtime.

     

     

    Simply that textures generated by substances look very uniform is you just uses nodes and "generate button" and don't modify them by hand.

     

    sry yougroove but you talking rubbish here. get a demo and try substance designer. you have so many filters and functions. if everything looks like the same you just saw the work from a bad artist.

     

     

     

     

    I guess my question would be how easily it can be integrated, and whether it's possible to do on a plugin basis, so the engine doesn't require it. That's the way I am likely to handle third party integration in the future. I don't necessarily want to tie my future to any third party technology, but if I give them a way to integrate I don't have to worry about it.

     

    yeah looks like josh is interested. this is the right question here for a dev :P I think you have to talk with them. I was hoping that there is some kind of "ready2use c++ libary" but its seems to be a secret how it will be implemented.

  5. Yeah, but i don't want half hour calculation and generation time, i'm not sure i will find some good Unity project using that method of calculation.

     

    half hour calculation and generation time oO what are you talking about??? check the database in the browser. it takes 30 mins even in bad webGL ???

     

    The problem with generated is that you'll have lot of textures using generic same patterns and noise. The result is almost same as using tiling textures on model surfaces it will look very genecric and are very uniform as even for scratches on metal they are distributed very uniformly.

     

     

    hä what are you talking about? you have read one of my links in my first post? or even read my post? definetly nothing look like the same . see substances here they look all the same??? you can change everything. everything.

     

     

    Indeed it would be a very great time saviour and a great helper for programmers, not so good at texture people (like me laugh.png ).

     

    why it would not be good for texture people? it would be great for texture people because devs and artists can work together. (and a lot faster)

     

    you ever really used substance designer and know what you are talking here?

     

    pbr shaders.

    I doubt LE3 to adopt that before one or two years, or it will be a big surprise, so it is useless for now.

     

    why it is useless. just write the shaders?

  6. I dont talk about substance designer or the software here.

     

    I´m talking about an substance engine integration so we can use those tools

     

    bitmap2material, substance designer, substance painter in realtime in the engine.

    • Upvote 1
  7. I dont know know what 3d coat or zbrush has to do with a substance. how you can create dynamic materials with 3d coat or zbrush and use them in leadwerks? And what you have tested ? the engine? how oO? you are talking about the indie versions of substance software? you mix subjects here I guess.

     

     

    This is why i payed full unlimited license like Zbrush or 3D coat.

     

     

    commercial versions?

    if yes

     

    vs.

    or not gaining more than 10 000$ selling games ( like lot of individuals like me).

     

     

    you can use the indie version. until you generate more money. commercial versions are quite useless is you dont gain that amount of money. so I dont get the point why you tell me that you dont earn enough money but you need the unlimited (commercial stuff)

     

    you won't be able to use metal , cavity and other properties ...

    you will we just need pbr shaders

  8. not really important but just to have one more information about polygon count. in one of my computer graphical lessons there was a chart that said the polygon count will be increased by 25% per year for AAA Stuff (in relationship with increased hardwarepower)

     

    so if 10.000 is a good default value this year, next year its ~ 12.500 and so on

  9. then use CurveAngle. I used it also for smooth turn rotation but there is maybe some kind of bad behavior (depends what you are doing)

     

    eg.

     

    if you have a line between 2 points (lol obvious) the entity will face B if A is startpoint. this is right and working well but if you have walls or a labyrinth the entity is facing the endpoint all the time by walking to trough the labyring (it looks like the entity is using wallhack biggrin.png ). So if your entity is moving into the labyrinth you have to create more points because your GoToPoint == LookAtPoint. you can also seperate both points and calculate the look to directions with the MoveDirectionAngle

  10. I think the best and fastest way is using tesselation for models. So you dont have to care about the polycount and have to edit the models all the time and do the reimport stuff again and again. just increase the tesselation.

     

    I would like to quote mitchel from valve here:

     

    Jason Mitchell von Valve: „Uns interessiert die Möglichkeit, Objekte zu erstellen, die auf- und abwärts skaliert werden können. Wir wollen ein Modell einmal erstellen und es dann auf Filmqualität skalieren können… und andererseits soll die Qualität von Objekten abwärts skaliert werden können, um das Rendern in Echtzeit auf möglichst vielen Systemen zu ermöglichen. "

     

    my translation:

     

    Jason Mitchel valve: "We are interested in the opportunity to create objects that can be scaled up and down. We like to create a model once to scale it up to cinema quality.... otherwise it should be possible to scale down the quality to render the objects in realtime for much systems as possible.

     

    source: http://www.nvidia.de/object/tessellation_de.html

     

     

    edit:

     

    also take a look into Rastars awesome work with a terrain tesselation. so the terrain is upscaled all the time in your area but the area far far away is downscaled.

    blog: http://www.leadwerks.com/werkspace/blog/117/entry-1171-teaser-from-tron-land/

    • Upvote 1
  11. mhmm not have used GoToPoint a lot yet but never noticed jittering. also Input stuff works smooth for me. the Leadwerks 3.1 game demo also use that functions and everything is fine. do you have a screen or small video what exactly you mean?

  12. wait you want to say you've never encountered parenting in LeadWerks?

     

    Oh my, ...

     

    if that's the case you'll need to implement it your self, ... I can't say that's easy, ...

     

    yeah its superhard

     

    SetParent

     

    you need to read the docu for this and edit one line of code!

  13. is there a way to use functions from the 3 frameworks in the 3.1 lua/cpp version without reimport every framework again? The frameworks should be integrated in the engine I guess and I would like to use some functions from newton, openAL/GL to create some own functionality. Maybe I´m wrong but importing e.g. openAL again into leadwerks would be a semi optimal just because I want to do some more advanced stuff with my audio files.

  14. mhmm I dont know what I see there in the videos. I see a level. a fps controller and a robot. I think the coding time should take <1 day. gfx looks all like the same. what is this for a gametype?

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