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SlipperyBrick

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Everything posted by SlipperyBrick

  1. Mindtex is insanely good, even better than B2M in my opinion. And its over half the price, only £10 on Steam The quality of the maps are very very good to.
  2. For textures for our project, I will be using a combination of Substance Painter and Bitmap2Material or Mindtex (B2M and Mindtex are Normal Map/Spec/Diffuse/Emissive etc map generators. I think our texture size will be 1024x1024
  3. Well this is more of a collaboration. Rick and I are working on a project (we are the only LE users, along with Patrick) the rest of the team involved are doing concept art for the design stages of the game and we also have 3D modellers making assets for the game. I use 3D - Coat, other team members are using Maya. Rick and myself thought it would be a good idea to take a modular approach for the level design for the games environment, taking into considering limitations in memory, loading times for the game etc. We still want to keep a very high quality in visualization for the game, making sure our models and textures are made efficiently whilst still having high quality graphics. The modular approach to modelling the environment would be good practice for my modelling skills but also would be a great way to design the levels throughout the game, reusing environment assets (possibly re-texturing them as well to make them look different) would give a great performance boost for our game. I wanted to know if anybody else preferably 3D - Coat users take the same approach when making environments for their projects and if they can share some tips. I am finding that I am running in to problems already such as the lighting in LE as discussed above. Plus I have read about LOD and how that can affect resources when the game is running. I don't want to run into any major issues after modelling, texturing and putting the whole level together in LE and have to come back to it and sort out things that should have been taken into consideration in the level design stages.
  4. I am learning about LOD and want to know how its managed in Leadwerks. I will be moving onto the texturing stages for finalizing some models I have made and want to know as much as I can before I carry on.
  5. I use the Steam Edition and I love it! Can't wait for upgrade paths to be available for Steam users, I'll be upgrading for sure!
  6. I noticed the lighting issue that YouGroove was demonstrating when I brought a test model in to LE. I am using the beta branch on Steam. I've been kitbashing in 3D - Coat to get the basic shapes of our level so as Rick said we can instance this in LE. The lighting issue is there though with the pieces I bring into the engine, you can see the seams of where each object ends and meets. Don't know whether this is a bug, I haven't made any textures for the models yet though, so that might solve that issue when I get the spec and diffuse maps in?
  7. Thanks a lot YouGroove. I am hoping to get started on somethings tonight when I am home from work.
  8. Ahh guys, thanks so much for the replies. I think I'll be going really small with this making the floors first then the walls etc. Then putting it all together in Blender.
  9. You want the models and textures in one of your Leadwerks project folder (whatever your game name is). Once you have copied your models and textures (make sure they are all in the same folder together). Double click one of the models and then you need to calculate normals once you have applied that and saved all the textures that are included in that model will be assigned automatically.
  10. Any 3D - Coat users here? I am trying to model an environment for my game in 3D - Coat but I am struggling to start. I want do the level design in a modular fashion so modelling pieces of the environment is the best way to go. Has any ever used 3D - Coat for environment modelling? Need some advice. At the moment I feel I am not using 3D - Coat as much as I should (I've bought the commercial version which is pretty much just sitting on my hard drive doing nothing, feels like a waste of money). Any help on how to get started would be appreciated. Would simple planes do for the walls and floor? Thanks
  11. I am a FUSE user as well. Disappointed with it though. Not enough variation to make a full character there isn't a lot of models available at the moment. Hoping they will bring more stuff into it, I export from FUSE and then sculpt in 3D Coat now though
  12. Just dropping a post here. I am in a 4 people development team working on a horror game. We are looking for concept artists to help with character creation and environment concepts for level design. If you are a LE user and a very good artist please drop me a mail with links to your work at dev.davejames@gmail.com. If your interested in drawing characters/monsters and environments for game levels please get involved with us!
  13. I think your right YouGroove I would have to animate this using bones and not the bezier controller. Took me awhile to figure this out (very simple explanation though lol) I hate small issues like these FYI, the animation didn't work in Blender Cheers guys!
  14. Just done some digging around and its using the bezier controller (I think). There are two key frames, in the PRS parameters the 'Create Key' is just rotation, the rotation axis is set as 'X'. In 'Key Info (Basic)' I can see the in and out is set to the following (check screenshot below) http://gyazo.com/8b87b7dd7cbd9bdad711e7b75f5e51eb I am not entirely sure what the bezier controller does lol, it looks like it uses tangents to control the animation from one key to the next.
  15. Hey YouGroove thanks for your reply! I can't see any bones for the animations, I am very new to Max. The model is of a ballerina toy, the ballerina rotates and nothing else is animated on the model. Turbosmooth modifier is on aswell, when I export and bring it into LE the polys go from around 4000 in Max up to 13000 in LE (I think this is the Turbosmooth modifier doing this). Im not entirely sure about the animation rig/system that has been used on this model as I didn't animate it. The model is a paid royalty free one for commercial use from Turbosquid website. Screenshot: http://gyazo.com/459b729b26bfc8744f0085ab82acf531 Little update, I have turned off turbosmooth modifier and exported and this fixes the issue with the high poly count. The animation of the model still doesn't load into LE though
  16. As the title implies. How can I get my animated model from 3DS Max with animations and textures to use in the Leadwerks engine? I am baking the animations when exporting it from 3DS Max as FBX but when I bring it into the engine and use the animation script its crashing my game when I run it Help! Please
  17. I have a camera set up in my map and I have attached the bloom.lua script to the camera and I have added the bloom.shader in the root panel in the 'Scene' tab and whenever I run my game I get an error saying 'attempt to index local buffer (a nil value). The line of code where the error is coming from is 'local w=buffer:GetWidth()' Am I missing something
  18. I found my problem. Thanks for the responses guys! LE needs your sounds to be in mono for 3D spatial sounds
  19. DudeAwesome your script worked in a little test project I made however I want the listener to follow the camera of the player so when we turn the panning of the sound only happens when the player is moving around so it sounds like its coming from a source through the player if that makes sense
  20. I wasn't quite sure if this thread fell in general discussion or in here, oh well I have a question about spatial sound/3D sound in Leadwerks: Steam Indie Edition. I am not to sure whether this is a some sort of bug or maby a feature that hasn't yet been added in. Basically I have made a pivot in my level and attached the 'Noise.lua' script to the pivot and my .wav file I want to play. I have made a CSG box in front of a door in my level and that is linked to the the pivot in the flowgraph editor. The collision/trigger works fine and when I walk into my CSG box the sound plays. However. The sound isn't emitting from its origin where the pivot is, it just sounds centered as if the sound is attached to the player (which it isn't) its like the sound isn't panning from the correct position. Any help would be appreciated
  21. So I have a few models that are in GMF format and I've read that this file format seems specific for Leadwerks but.... When I bring in the GMF models into Leadwerks they don't show up? I don't know whether it's something I am doing wrong or whether Leadwerks doesn't support GMF anymore. Help would be appreciated
  22. @Rastar. I feel abit embarrassed right now (but I have learnt something new). After going into my materials and checking the 'Shaders' tab I did find that I was only using the diffuse shader Rastar man thank you so much, you have taught me something new, my textures are looking fantastic now and normal maps are showing up! I <3 Leadwerks
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