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wadaltmon

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About wadaltmon

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  • Birthday 08/03/1996

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    Seattle
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    Video Games, Computers, Programming, Guns
    KOTOR, Dragon Age, Mass Effect, DOOM, Halo, Quake, Wolfenstein, Half-Life, Tomb Raider, Dishonored, Jedi Knight
    Chris Stapleton, Jason Isbell, Dustin Christensen, Travis Tritt, Bruce Springsteen

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  1. are Interact, Jump, and Throw method names, or are they constants?
  2. Interesting. So how does it read the different materials individually? Does it just read the different channels per pixel and interpret them individually? EDIT: Nvm, you literally said that in the first post
  3. What does a single map of this kind look like? I can't find any examples.
  4. wadaltmon

    Evolution

    That's exactly how I feel too. Creating a feature in C++ is easy, it's just finding the actual commands to interface with the API you're working with.
  5. wadaltmon

    Evolution

    I think having a basic setup tutorial would be helpful (as getting a window and camera set up with your API isn't exactly standard), but beyond that, the only thing I'd want is for everything in the API to actually be documented and searchable. There are a lot of things within LW4 that are simply not in the documentation, and are things one would run into pretty easily when going beyond basic functionality.
  6. Nice! This is exactly the kind of light source I was hoping to see in the next engine 😉
  7. @TheConceptBoy I think you've already done this with one instance. Is it possible to parent an existing or newly created model to a specific bone of an existing rig in LW?
  8. You spawned your gun as a Model* and your enemies as Entity*. If you change that, does it make a difference?
  9. I remember you were talking about animation time not being 1-to-1 from Blender to LW. Maybe bone-based animation does not abide by delta time, but the physics system does.
  10. Can confirm, ran this project and spawned 33 characters before my frames went down below 30. On debug, I spawned maybe 12 and my framerate went down to single digits.
  11. If the argument is for or against separately inputting the various maps, I'd say I'd like to have all the maps separate. Makes it far easier to establish and then change just one if necessary or for testing. Granted, with one Male you'd just be re-exporting one map and replacing that in LW/TE, but you'd have to go through a middleman to mix the exports into one.
  12. Is it standard to mix the various maps into a single image? If so, why would that necessarily be better off than keeping them separate?
  13. I have the maps themselves already exported from Substance Painter, just displaying them in Blender by basically assigning all those maps to separate objects in Blender (assign each individual object its own set of diffuse, normal, metallic, roughness). So I probably won't actually be re-exporting the maps from Blender, just the model itself will be exported. So in LW, does each texture that I apply have to be UV mapped to the overall model, or could it be UV mapped to a given subset of vertices on the model after I export it all as a single FBX? Sorry if I don't use the proper terminology with this stuff; I'm not hugely entrenched in the whole art aspect of games creation.
  14. Hi everyone. I've got a gun object that has been created with Blender, and with textures/maps imported from Substance Painter. It's a single gun, but it's made up of several objects each with different materials and map sets (diffuse, normal, etc.). I've got these imported into the Blender 2.8 shading tab with their own nodes , and I also modified the overall specular value in the nodes too, but that should not be an issue as I think you can modify that in LW's material editor. I'd like to export the gun as an FBX to use as my first-person view model, and texture it with all of these maps and materials. Does Leadwerks allow me to use multiple materials on the same FBX model? If so, how would I go about doing so? It is also worth noting I plan on using a pseudo-PBR shader, as seen here: https://steamcommunity.com/sharedfiles/filedetails/?id=401506836&searchtext=Pbr . As such, I have a diffuse map, normal map, specular map (inverted roughness map colors), metallic map, and a skybox map (probably from the default skybox given with Leadwerks).
  15. But then that begs the question of what maps the tool will have to know how to merge, which brings us full circle
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