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SavageDogg38

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Everything posted by SavageDogg38

  1. In other 3D application and engines, there is an option to change pivot point from element to world - a functionality that I think is fundamental. In Blender in particular, you get the option to rotate around individual origins, which leadwerks seems to have, median point, which leadwerks doesn't have but I think should, and several others like active element and cursor, that Leadwerks doesn't have. Most of those are unnecessary, but I think Leadwerk's should at least have median point *or* world center so we can rotate or scale objects in unison together. This is especially nice if you have already scaled things and have them in an orientation you like, but just want to rotate them together a little. As it is now, we must rotate them all around individual origins and then replace them. If you have a lot of objects, or have textures baked with shadow maps, it can be very difficult to do, and kills lots of time. Thanks for your time.
  2. Thanks guys - yes, this is definitely something that should be implemented. I have used a lot of engines and 3D Creation software and I was a bit confused about even asking the question because I thought this was something that was nearly mandatory. I thought I was losing my mind when I couldn't find the option - lol. Yes, going to recommend it now. Now my level must be remade from scratch because it is lacking such a fundamental option, I feel. I'm not too far in though. I should be able to catch up again soon. Thanks again!
  3. Is there no option to use global pivot point to rotate objects or even a collection of objects by a single unified pivot point? I see the option under edit for global and local coordinates but I cannot get a group of blocks to pivot around a single pivot point - preferably world center. I want to swing the entire world around. It is a side stroller but I wanted the direction into the screen to be my Z to fit my scripts. I suppose I could change it, but it still would benefit me to know how I can change pivot points for objects or collection of objects. I've tried to Google it but couldn't find anything. excuse my spelling - bad keyboard - plus I'm not the best speller
  4. Hey! Thanks! I finally caved in and got express but I will definitely look into that as well. I had no idea they had options like that for students. I was able to get a discount on Autodesk for school. I just had to show vidence I went to school is all. I also got a discount with Sketchfab too. Seems a lot of places offer something for students - and we need all the help we can getting. Hard to make money while in school full time to qualify for grants. Thanks again.
  5. Amnesia uses it? Cool. I did not know that. I love Amnesia too. A great game.
  6. Just my recommendation for creating quick materials with Blender for the Leadwerks engine. Making th materials quickly is easy in Blender. Using them in Leadwerks is also very easy. The bottleneck lies in the exporter and here I reason why in the video. I also encourage anyone to try my technique for crating materials - good looking materials - quickly instead of using images online. With blender, you can create fast seamless textures. http://youtu.be/C_gc4mqpUWk
  7. Needs the option to export Fake User materials for fast production of materials.
  8. What was the appeal for Newton Physics over Bullet?
  9. You are right. I don't know C++ but I like C. I still get a certain satisfaction with assembly that I just don't get from the others though. Something about logic circuits doing their thing, moving bits around. I just like it. I Still program the commodore although I use Sublime Text with Kickassembler now, but I have also starting ARM assembly on the Raspberry pi now too. I just like it. In fact, it is probably why I like C more than the others: because it still gives me some of that access to memory and bytes.
  10. I tried it - sorta - I went to install it but it downloaded like 40 gigs of **** and counting and filled my 128gig solid state drive. I had to stop it before it filled my solid state; although, I have a Terra on disc. I don't know. I may give it another go. I just hate Microsoft so much - lol. I hate using it at all but school says I need Max and PS so I have it and never bothered with another partition or anything like that. I just want to get OpenGL working is all and I got SDL working in MinGW so so far so good. I'm hoping to get my hands on Leadwerks source someday - fingers crossed - so I'll need to give in sooner or later and get VS but... no rush. I still have a lot to keep me busy yet. What I'm trying to do is learn to make shaders and learn how to make stuff like your megatextures. I want to do that kind of stuff along with what I already do which is very art oriented. I want to get well-rounded and learn to code too. I want to dig into the hardware with assembly and fine tune things. That's the plan, anyway. I still have a long way to go yet though so - yea. I was actually looking at voxels. I think those are interesting. I wouldn't mind working on something like that. Anyway, I'm rambling. Thanks for advise. I'll look into it again.
  11. So, I have an idea about a way I may speed up a game a bit but wanted some feedback first. It's nothing new. It's a technique that can be used to save the hardware some strain by prerendering the lighting(light or shadowmaps) of an area of map or model - for instance with Blender's Cycles baking - Bake it to UVs and import it into the engine - such as Leadwerks - with a shadeless shader and now you have a good looking game that runs fast; however, all those nice specular reflections are lost because you cannot render those things because the perspective of the player always changes. Maybe it is good for something at a distance where the eye doesn't travel to much to cause a change in parallax, but up close, you cannot have specularity , it may still look good, but something is missing: the specular highlights of the walls. It also makes using normals map moot, so those details are lost. To my question. Is it possible to have a shadeless shader - no diffuse shader - yet have specular and normal maps? Is it really saving any cycles?
  12. Nice! I loved your creativity with implementing the dynamic Megatextures. That was a good read too. I wouldn't know where to start with that stuff though. People think I'm crazy doing assembly still for my C64, but these computers these days - now that's crazy. I figured using all these APIs - often old APIs - wouldn't be the most wise way to go. I guess I gotta start somewhere though. I just wonder where I should start though: from the bottom with assembly and hardware or from the top with scripting languages interfacing yet another mid to high-level language. Honestly, I have an easier time with assembly, I'm always making progress, but the progress is slow and getting results is so tedious and discouraging - but I am getting somewhere with it though. From higher level languages, I sometimes get great results and fast too, but mostly pull my hair out with all these APIs. I cannot afford Visual Studio so I use Code::Blocks on MinGW - gotta have windows for school even though I prefer Linux - and GLUT wont work. SDL does work though but not a lot out there in the way of tutorials for OpenGL in SDL. It's all Glut. I'm liking Lua though. I've never used it before. It's an interesting language. I suppose I should just stick with that and do art, but I just cannot help myself form trying to peek under the hood.
  13. I was curious about what API Leadwerks uses as far as input and writing to screen: Glut, SDL, or something else? Been studying SDL and was curious.
  14. I see. So there was no update. That would explain it. Welp, here's hoping tomorrow comes through for us. I'm not too stressed about it because I still have much to keep me busy, but I can see how people could be set back by it. To be expected, I guess. I just wish I could help, but alas, I'm no coder it seems.
  15. This has been handy. I can create objects and materials quickly in Blender and then export them to Leadwerks; however, I do have some suggestions which I'll get to in a second. Blender is great as anybody who's used it can tell ya. I have been using blender for nearly ten years and while I know Max and others too, I prefer Blender. It has a lot of great tools and with Cycles baking, it is only getting better for game developers. From what I have found so far, the exporter will export objects by selection or all objects, as well as the assigned materials, but it wont import materials with fake users. That would be a nice option to have: "export fake user materials". IN order to get the materials to export, I must assigned them to an object first. You have said you would like to use Blender tools as much as possible and I would agree that that would be a splendid idea. Cycles now has the option to bake scenes to textures; the entire scene with several objects and bake shadow and diffused light. I have used that option on entire levels and exported them into unity with a shadeless shader and they looked great. Having a way to export those out to leadwerks would be awesome. I'm curious to know if it would be possible to also export megatextures from Blender? Anyways, the exporter is of great help. Thanks!
  16. That did the trick, thanks! It was still crashing on me too until I commented that out. I guess it'll do for now. Hope they get it fixed soon. Thanks again!
  17. I was reading up on the terrain. I'm thinking maybe it isn't possible with mega-textures, or perhaps they just haven't implemented it yet with the new terrain system.
  18. Very nice! Thank you! Any news on whether or not we may get some kind of UI with the option to select between brushes for sculpting terrain and perhaps painting as well? Noticed the pain brush has some sort of noise attached to it when painting. Would be great to have more option in that regard as well as Wacom support. If it does have Wacom support, it aint great.
  19. I don't know enough Lua to feel comfortable doing that yet. Is there anyway I can get the script from you?
  20. Right now, I'm just getting familiar with Leadwerks and still have much to learn, so I haven't made much for the engine except for a few little things just to get my feet wet; like a stump, lamp, and house, and a windmill that's not textured. You can find images of some of those below: You can see the models of the Stump and Lattern - and others - at Sketchfab - there are other odels there too that can be demanding on system resources so be patient with some of them if you decide to browse a bit more there. The Skulls are especially heavy on polygon count since they are sculpts and have not been retopologized yet. Stump and Lamp I haven't made much for Leadwerks; however, I'm always doing something in Blender. Last night, I was working in Blender making what I call "Evidence" Here is a turntable on Youtube: http://youtu.be/QHmtdaMxMwI Here's a bonus - a conceptual piece - for a game character I am creating:
  21. Oh good - so we can expect it to be fixed tomorrow as in the 17th? Because I think I saw he originally posted this on the 15th so I was expecting a fix today but still crashes on me - that's the only reason I ask.
  22. You seem to have a video up demonstrated their use at one time. What happened to them?
  23. I remembered in Unreal engine I was able to make a game in a terrain by deleting a few polygons, basically punching a hole in the terrain mesh. Is this possible in Leadwerks without doing any coding?
  24. My limit in coding is Assembly, 6502 and ARM, and C. One would think with C under my belt that C++ would be a walk in the park but it is not. lol. Assembly and C are very straight forward: You have your main program or start and you have your functions or subroutines. C++ has these classes and inheritances and all the jazz. So I'll be looking for some help with that and also how it applies in Leadwerks. The UI, so far, has been straight forward. But I'm sure I'll need help there too.
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