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afecelis

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Everything posted by afecelis

  1. cool! Should the tuts get updated, I'll be reuploading them I'll also check what other tutorials I may capture, mostly on the artist tools side. thanks for commenting. Alvaro
  2. worst of the cases, back up your custom models, textures and materials, delete the SDK folder and do a new checkout.
  3. Hi guys, After finishing the blender to leadwerks basic tutorial, I decided to capture a second VT on how to create a simple transparent material that can be used as glass. hope it helps somehow. regards, Alvaro
  4. Indeed, but I'd rather do the fbx workflow; adding an edge split modifier may solve the obj smoothing issue, but duplicates a lot of vertices and adds unnecessary polycount to the mesh. It seems like fbx is a great format to work with LE, since as you say, it supports both static and animated meshes properly Or, if your mesh is non-curve, setting its rendering mode to "solid" will do the trick with no extra vertex count.
  5. Nice tip! I just exported my mesh to autodesk's fbx using the following settings: and using fbx2gmf, the file shows up just fine! So another alternative and efficient workflow would be: 1. Model/texture in blender 2. Export to fbx 3. convert using fbx2gmf. thanks again for the suggestion Setting up the scene in the editor should be the same. regards, Alvaro
  6. Thanks for commenting guys. I'm glad you find the tut useful. I also think blender is a very powerful 3d application and little by little it's gaining a place among the different 3d fields, game dev included . As a side note; I just tried the obj2gmf converter and it works fine, you just double click on it and then it asks for the .obj file to convert. The only thing, comparing the 2 objs created (the one from unwrap 3d and the one converted with obj2gmf) is that the shading looks different in the one converted with LE's tool, as if it had a weird shadow, similar to when you haven't smoothed your surfaces, whereas the file saved from unwrap3d displays just fine. Obj2gmf version: unwrap3d version: I wonder what causes it. regards, Alvaro
  7. Hi guys, long time no see. I had some spare time today, and I saw several threads asking about how to create scenes for LE, so I thought this quick intro could be useful: part 1: part 2: For those using other 3d applications, it's still useful as long as you can export to obj. cheers, Alvaro
  8. whoa MG! There's some serious bmax stuff going on there dude! Pretty cool! thx for posting it.
  9. I'm getting those warnings, I'll try your fixes. Thanks for pointing them out Roland.
  10. pacemaker became free and has been a great skeletal animation tool for b3d: http://www.goddysey.com/pacemaker.htm Dunno how bones will behave when saving them to gmf though, but it sure is a nice tool to have. @PixelPerfect: have you tried exporting animated characters from Fragmotion to LE? If so, how did you achieve it? Is there a GMF exporter for fragmotion? @Niosop: have you got any info on how to get your rigged characters from blender to gmf?
  11. hahahaha, you guys rule! best thing is that you both are the ones that save my back both in C++ and bmax! I wonder what will happen now that MG has joined the dark forces of bmax coding, mmmm....mmmmm hahahah! Marleys, the latest code you posted is working perfectly alright. Thanks a lot. Please keep on drinking some more beers and give the bmx code a look too. Cheers! have some beers on us. Prost!
  12. MG, any updates to the code after the latest 2010 sync?
  13. Yup, thanks a lot, many of us were waiting for it. It's great to insert it in scenes for checking scale and proportion up
  14. Thanks for all the info guys. I apologize since I had no idea of what could be posted where. It's a bit weird having to think if what you're posting should be available to the whole public or just to SDK owners. I thought the forum itself filtered that stuff; however, since it's an EDITOR question now I know it should be placed there. I hadn't seen the editor forums before. Thanks. ps. I just tried going fullscreen with a single directional light and it displayed fine. This is a [sOLVED] thread now. Then there should be a way of knowing which forums are public and which are private (like an icon, a radiation sign, a pirate flag or something). Once you're logged in you can't tell the difference. Only when you're not logged can you tell a difference between the 2 forums.
  15. Hi guys, When I set the editor to full screen the scene and meshes in it get stretched in a weird way: This didn't happen prior to latest major 2.3 sync. It goes back to normal when I restore the window down to its previous state. Are you guys getting it too? Can it be a display error if you got a 16:9 resolution? cheers, Alvaro
  16. Well it's time to ask for that xmas present guys! How bout a nice LE upgrade?
  17. Indeed many are using marmoset's toolbag just to display their models in realtime with the engine's capabilities: http://boards.polycount.net/showthread.php?t=61346 Toolbag runs even in standalone mode, no need for the game. This is where the soldier model was displayed ppl commenting about it and its possible uses: http://www.game-artist.net/forums/general-discussion/9005-marmoset-toolbag.html some more info(and some tuts): http://gameartist.nl/tag/marmoset-toolbag/ toolbag youtube tutorial: http://www.youtube.com/watch?v=4kfkKPH3gSY&feature=related It's kinda like having Leadwerks'mesh+material editor into a single app
  18. ahhhh got it! So it is the character you had modeled, but the renders were done in their tools by the modeler who created it. Want me to update my 1st post? This is how rumors begin, lol I also thought you kinda had some empathy with their engine and hence you were in contact with them or something. It's funny how it all took me to this "journey". Now I'm loosing some precious time I could spend learning LE playing a demo cheers!
  19. Sorry, please correct me if I'm wrong Josh, but on the previous forum weren't you looking for someone to model you a character? And you said you ended up paying to get it modeled. I thought this was the soldier model you uploaded, and since some of its textures got an "8monkeylabs" watermark on them I thought they were the guys you hired. This is precisely what led me to googling about the company and this is how I became acquainted with their game, their engine and their studios. I apologize If I'm wrong, but apparently it all made sense so I explained it this way . Please clarify if the real situation is not as I exposed it. Indeed, and feature-wise I feel there are lots of similarities too as with how Leadwerks is implementing stuff, and I like it! regards, Alvaro
  20. hehehe, in some situations they'll give you a modern weapon to "balance" things a bit But I've only seen it in some vids, not sure if it happens in the demo
  21. You can get it from their website (link is on the right): http://www.darkestofdays.com/index.php These are the guys from 8monkey Labs, the team that Josh hired to model the soldier model. They got their own inhouse-developed engine called marmoset: http://www.8monkeylabs.com/technology The thing is that I've been playing the demo a bit and it looks and feels so Leadewrks! I love the motion blur when you move the mouse fast to change direction abruptly. I think that graphically-speaking LE is at a very comparable level with them (besides the still missing things) and that it's a good point of reference and motivation for anyone using LE for what can be done with it let me know if you try the demo out guys. cheers, Alvaro
  22. As the guys above said, you need to be a registered SDK owner to get the login and password to those tutorials.
  23. afecelis

    Framewerk

    It's occurring in my C++ template (based on marleys' scene loading example). In bmax all I get now is a black screen
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