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  1. Today
  2. aiaf

    Still Here

    I only added the levels described above.You will need to add to git anything else (cutscenes,temple etc). Below a diagram on how the levels are linked at the moment.To enter vr level you click on the robot in the computer room.Level 4 and 5 when finished will load back Level3. So far is making sense to me, we can change anytime as needed, tell me what you think. Also im thinking to add an island map (there was one that looked good) and link that also to the level3.I think would be nice story wise if the VR level could load dream levels and also real levels (be like a teleporter). Cryo room + temple, ship exit is not linked yet Is a draw.io diagram , i can share if necessary.
  3. carlb

    Mars!!

    hay dont worry about the lag right now as am sure it may be just your machine as i think you have a very old cpu , as i bet on other people machine it run great. plus you will improve your code that will make it run faster later on
  4. Hi, This project is often on my mind. I have not really been doing any hobby programming or game engine stuff or 3D modelling for a bit. I will take a look at what is in new repo over the next few days and see if I can see a route to an end point.
  5. aiaf

    Still Here

    I created a new git repo , moved there only the ok levels + resources, and shuffled a bit the order. Level1 - Cryo room Level2 - Ai computer room Level3 - VR level with the monolith Level4 - The arcade dream level1 Level5 - The dream level2 Now the level 3 is a level hub , you enter certain commands and you can move to level 4,5 or come back anytime to the level3. But i have some big problems ... I had another try to add some gameplay to cryo room , but it crashes the editor every time i hit save.Im really annoyed by this dont know what to do.... i like the cryo level. For now i abandon this and start the game from the level 2.Also i cannot attach some scripts... and the crashing of editor starting to piss me off. My idea was to release a demo , we got some nice stuff here , but if you guys coming back is great. I added you the to new git: https://bitbucket.org/alexandru_afrasinei/forth-first-blood/
  6. Update First Post, file Script Vehicle. I already have the vehicle's rear transmission. The next step is to work on the front transmission, which includes wheel steering, spring and wheel motor.
  7. Wheels Back Ok. The lag is really discouraging, I don't think it'll get very far again. But you always learn a lot along the way when you try again and again.
  8. To this resolution I have to work from now on, if I try in another superior one, several times the maps and the scripts have been damaged when being loaded.
  9. Yesterday
  10. Hmmm. Here's what generate convex hull creates for a test scene: And here's what convex hull in the model editor creates: Edit: it seems like that for the model editor, Josh removed the consideration for multiple children and treats the entire model as one.
  11. That seems to be a legacy feature before the model viewer could generate shapes. Don't use that.
  12. It seems to do something similar but gives different results than the options in the model editor. I'm a little confused. 😟
  13. One question: What does the Generate Shape function do?
  14. Neat trick. Thank you for sharing and the nice, detailed presentation!
  15. Working on the suspension of the vehicle, the prototype looks, well, a hard suspension. -- Constructor Vehicle. function this:Start() self.jointFL = Joint:Slider(self.bell0:GetPosition(false).x,self.bell0:GetPosition(false).y,self.bell0:GetPosition(false).z,0,1,0, self.chassis, self.bell0) self.jointFL:EnableLimits() self.jointFL:SetLimits(-0.1,0.1) self.jointFL:SetSpring(100) self.jointFR = Joint:Slider(self.bell1:GetPosition(false).x,self.bell1:GetPosition(false).y,self.bell1:GetPosition(false).z,0,1,0, self.chassis, self.bell1) self.jointFR:EnableLimits() self.jointFR:SetLimits(-0.1,0.1) self.jointFR:SetSpring(100) self.jointBL = Joint:Slider(self.bell2:GetPosition(false).x,self.bell2:GetPosition(false).y,self.bell2:GetPosition(false).z,0,1,0, self.chassis, self.bell2) self.jointBL:EnableLimits() self.jointBL:SetLimits(-0.1,0.1) self.jointBL:SetSpring(100) self.jointBR = Joint:Slider(self.bell3:GetPosition(false).x,self.bell3:GetPosition(false).y,self.bell3:GetPosition(false).z,0,1,0, self.chassis, self.bell3) self.jointBR:EnableLimits() self.jointBR:SetLimits(-0.1,0.1) self.jointBR:SetSpring(100) end Test Spring Vehicle 4 Wheels.mp4
  16. Ok, solved here. -- Constructor Vehicle. function this:Start() self.jointFL = Joint:Slider(self.bell0:GetPosition(false).x,self.bell0:GetPosition(false).y,self.bell0:GetPosition(false).z,0,1,0, self.chassis, self.bell0) self.jointFL:EnableLimits() self.jointFL:SetLimits(0,0) --self.jointFL:SetSpring(-1) self.jointFR = Joint:Slider(self.bell1:GetPosition(false).x,self.bell1:GetPosition(false).y,self.bell1:GetPosition(false).z,0,1,0, self.chassis, self.bell1) self.jointFR:EnableLimits() self.jointFR:SetLimits(0,0) --self.jointFR:SetSpring(0) self.jointBL = Joint:Slider(self.bell2:GetPosition(false).x,self.bell2:GetPosition(false).y,self.bell2:GetPosition(false).z,0,1,0, self.chassis, self.bell2) self.jointBL:EnableLimits() self.jointBL:SetLimits(0,0) --self.jointBL:SetSpring(0) self.jointBR = Joint:Slider(self.bell3:GetPosition(false).x,self.bell3:GetPosition(false).y,self.bell3:GetPosition(false).z,0,1,0, self.chassis, self.bell3) self.jointBR:EnableLimits() self.jointBR:SetLimits(0,0) --self.jointBR:SetSpring(0) end
  17. I have a chassis with a mass of 50 units. Four bells each of 1 unit mass. And this script. self.jointFL = Joint:Slider(0,0,0,0,1,0, self.chassis, self.bell0) self.jointFL:EnableLimits() self.jointFL:SetLimits(0,0) self.jointFL:SetSpring(-1) self.jointFR = Joint:Slider(0,0,0,0,1,0, self.chassis, self.bell1) self.jointFR:EnableLimits() self.jointFR:SetLimits(0,0) --self.jointFR:SetSpring(0) self.jointBL = Joint:Slider(0,0,0,0,1,0, self.chassis, self.bell2) self.jointBL:EnableLimits() self.jointBL:SetLimits(0,0) --self.jointBL:SetSpring(0) self.jointBR = Joint:Slider(0,0,0,0,1,0, self.chassis, self.bell3) self.jointBR:EnableLimits() self.jointBR:SetLimits(0,0) --self.jointBR:SetSpring(0) The result is not what you imagined, some possible help. I need to create a hard suspension, not a buggy suspension.
  18. There has been some discussion regarding on how to set collision shapes for your models. For 95% of models, you should be building shapes with the Model Viewer as described here. In some cases, the model artist might want a custom shape to be made. In this post, I'll be going over how I import models into Leadwerks, and building custom shapes. A few notes first. I use Blender; Blender 2.79b to be exact. I haven't get got the hang of 2.80 and until the new engine's art pipeline is fully online, I don't see a use for it. Leadwerks 4 uses Blinn-Phong rendering so the PBR stuff makes no sense for Leadwerks 4. So for this, I'll be posting screenshots from 2.79b. I should also mentioned that a feature I use in my process isn't present in the Linux build of the editor, which is the collapse tool. (Tools->Collapse). Doing the collapsing via a terminal will cause the models to crash the editor. This seems to be a known bug, as you don't see that feature in the Linux editor. Lets say you created a tube model such as this one and you want the player and objects to go into the tube: If you tried to make a shape doing the Concave settings, not only it'll be really slow to generate, but the results will not be good. We could make a shape based on the wire frame, but this is a high poly model. What we need to do is make a new mesh, import both models to the editor, collapse them both, build the shapes for both, and delete the low poly model while making the high poly read the low poly's generated shape. First to get it out of the way, apply the scale and rotation of the model. This will make Y forward and the scale will be (1,1,1) when you import it into Leadwerks. Next we need a low poly model. This is the same proportions as our high poly. Apply the scale and rotation as the same as the high poly. I also set the max draw time to solid, but this is optional. Next, name your High poly and the low poly you're going to be using for the shape appropriately. Now lets, export each object as a FBX. For this my high poly is going out as tube.fbx, and my low poly shape is going out as tubeshape.fbx. Here are my export settings: If you saved the files in a Leadwerks project while the editor was opened, the editor would have auto convert the files to the .mdl file format. Open the high poly model (tube.fbx) and first collapse it and give it any shape. (Give it a box shape to save time.) you need to assign a shape to the high poly so the mdl file is linked to a phys file. Do the same with the low poly, but you're gonna set the shape as poly mesh. Close the model viewer, and then go into the directory where the models are placed. We are now going to delete the box shape of our high poly, and trick it into loading the low poly shape by renaming the shape file of the low poly to be what the previous shape of the high poly was. In other words, we are making tubeshape.phy into tube.phy. Before: After: Notice the time stamp and the size of tubeshape.phy from before being the same as tube.phy in the after screen cap. This should be your end result. Notice that the shape isn't sold but now a tube. Objects can go into the tube with no issues. Now, there is another way that uses limb names to generate physics automatically. However, there are a lot of issues I came across using this method such as the shape not being parented to the model when the model moved via physics or a joint. With this way, you have a custom shape, the model is optimized because it doesn't have any children nodes, and everything is clean and tidy!
  19. Vehicle analysis. As you will have two vehicles, this vehicle is something special, because in its four wheels has four bells, then in the back the two bells will have two spring unions that stick to the chassis, in turn the tires are attached to each bell with a hinge union. On the front transmission I do not yet have it very clear, initially must be think a hinge union to turn the bell and then the spring union, I have to think better this. Any suggestion is welcome.
  20. The script for the vehicle has been started. Initially four wheels, although it is necessary to go thinking about 6 wheels, this one serves us as base to go developing the system. Vehicle.lua
  21. It looks great, and that's the average number of polygons I've established, between 5,000 and 6,000.
  22. Not finished but I will refine more this so more wip What do you think of my model ? It is low poly, althought it makes a little more 6000 poly but I think i can make less poly too for perfomance...
  23. Yeah, it's a good idea, a bigger one to transport supplies.
  24. Can have two vehicle as one small and one big ?
  25. Great your vehicle is better than mine ! Ok I will work this it
  26. For some reason I am motivated to create a test prototype for a vehicle. So we already have our temporary model for when a more robust and elegant model arrives. The idea is that the player can get into the vehicle and walk the surface of Mars.
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