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YouGroove

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Posts posted by YouGroove


  1. It would be usefull if we could attach some variable names to the frames we want in the animation editor and have some callback function that would be called each time a variable is encountered.

     

    For example in the midle of some attack animation or when a big boss character hits the ground we could attach a variable to that frame named for example "Left Foot Step" or "attack touch"

     

    In the script this could be :

     

    function animationCallbacks()

     

    if animationCallback == "walk" and nameCallback == "left foot" then

     

    end

     

    if animationCallback == "walk" and nameCallback == "left foot" then

     

    end

     

    end

     

    This is just a general idea.


  2. I tried to use second UV from imported FBX, but it does not work ?

     

    Vertex code :

     

    //Attributes
    ...
    in vec2 vertex_texcoords0;
    in vec2 vertex_texcoords1;
    
    ...
    //Outputs
    out vec4 ex_color;
    out vec2 ex_texcoords0; 
    out vec2 ex_texcoords1;
    ...
    
    
    void main()
    
    ...
    ex_texcoords0 = vertex_texcoords0;
    ex_texcoords1 = vertex_texcoords1;
    

     

     

     

    Fragment :

     

     

    //Uniforms
    uniform sampler2D texture0;//diffuse map
    uniform sampler2D texture1;//lightmap
    
    ...
    
    
    //Inputs
    in vec2 ex_texcoords0;
    in vec2 ex_texcoords1;
    
    .... 
    
    
    //Modulate blend with diffuse map
    outcolor *= texture(texture0,ex_texcoords0)  ;
    outcolor *= texture(texture1,ex_texcoords1) *0.5 ;


  3. Restarting the game creating a new project to get correct results.

    restart.jpg

     

    I will have less time for the game and so much ideas unfortunatelly, i'll have to only keep essential gameplay and ffects , than perhaps extend the game after the contest.


  4. I really hope this get's fixed soon.

    I suggest using some external editors like Sublime text or notepad ++ if you encounter such problems until it is fixed.

     

     

    But i encounter a worst bug :

    There is no scripts in the simple scene used by any model, running the game LE3 says some error about a script not used in the scene.

    And the script has no bug also laugh.png

    post-3271-0-92015800-1445196906_thumb.jpg


  5. Were you collapsing things and deleting things? I've noticed in the past that collapsing functions then deleting the collapse function would cause all sorts of problems.

    This is some interesting point ot know.

    Anyway i can still make a new project and just copy/paste because i have my own project structure.

     

     

    I recently noticed this as well. It is related to auto-complete and only occurs in the beta.

    Are these kinds of grandiose generalizations really necessary in a bug report?

    There is no beta quick blog notes talking about new features or talking about problems they can make.


  6. New version uploaded to the workshop.

     

    It uses a material where you put textures on the slots, than the shader is attributed to the material on the script.

    So there is no more hard coded textures attribution.

     

    material.jpg


  7. Actually it creates a material and assign textures by code, if you change some textures you must change the code.

    I'll upload a new version where you just drop textures on a material ready to use, something more workflow friendly.


  8. It blends diffuse/normal/spec/glow from one set of textures to another set of textures in real time.

    You can control the mix between the two set of textures by script changing a value used by the shader.

     

    Available on the workshop

    http://www.leadwerks.com/werkspace/page/viewitem?fileid=537016170

     

     

    It can be used for many advanced effects like Wrinckles, cloth effects , characters appearance change during game , damage, dry to wet effect etc ...

     

    transition_Shader.jpg

     

    It blends two sets of maps :

    -diffuse

    -specular

    -normal

    -glow

     

    Thanks to macklebee for his help.

     

    Enjoy this cool effect smile.png


  9. Looks like you moved all of your textures and materials but did you open up the model and reassign the new material to the model's surface?

    Old material and texture not exist no more i deleted them.

    I deleted the 3D model also from assets.

     

    I just re imported the 3D model FBX, no way it still display old material blink.png

     

    Assets folder : only exist new mat and textures

    matbug_Newmat.jpg

     

    Running the game : suprise it displays the old

    matbug_Nwmat3.jpg

     

     

    I expect same at run time than same i see in editor.

     

    Anyway, LE3 perhaps just go weird on my laptop.

    And it is for the contest, no some pro work , so this is not super important , still super annoying to have a total different result at run time from the editor , i just expect WYSIWYG

     

    cctuol.jpg

    post-3271-0-04550800-1445109783_thumb.jpg


  10. There is a BIG BUG about cache materials and LE3

     

    I deleted the old material and textures from the project BUT :

    - LE3 still try to find the old textures and materials no more existing and used by the 3d model

    - Running the game it keeps displaying old texture and material

     

     

    WHERE LE3 CACHES THE MATERIALS AND TEXTURES ???

    Is there some option to clean a project hidden cache ?

    post-3271-0-13518800-1445108423_thumb.jpg

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