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YouGroove

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Everything posted by YouGroove

  1. My sowrd is too big and needs a rotation. How to change that in the code ? self.sword = Model:Load("Models/sword.mdl") local child=self.entity:FindChild("Bone_002_R_002"); if (child) then self.sword:SetParent(child); self.sword:SetMatrix(self.entity:GetMatrix()) end
  2. Contrast should be an option you can turn on and off to suite your eyes I don't know if it is possible to have some luminosity option in LE3 to adjust by code for some option menu ? You mean that one ?
  3. When we select a bone in the model editor, it would be great to be able to Copy the bone name to paste it in Lua editor.
  4. Trying to find suited post effects style for the game.
  5. For such simple characters and simple armature structure, its is nothing realistic, very simple armature, the best way is to make animations yourself , because it will be simple animations like in the game Cube World. Animating is just rotating one or two bones, save keyframe, rotate some bones save keyframe and that's it If you have animated already in Blender or other software, animating such simple armature take only some minutes to make a move is more fun then a pain. (Because you won't mimick reality with prefect walk and attack moves). Some example of free offset armature : I deleted a bone to have the possibility to move upper freely while keeping lower not moving, for moves like idle for example.
  6. I have the same visual problem with terrain already discussed but if don't find the old threads. How to disable the LE3 specific terrain visual texture effects ? I just want a simple multitexture (Some option in the editor to disable this effects would help lot of people using terrain)
  7. In Blender import the Obj model and the texture lookup. 1) Quick armature in Mirror mode 2) Auto Weight 3) Correct vertex weights if needed Then make the animations.
  8. I'm trying a small LE3 game that will use simple AI, non realistic graphics because i'm already full buzzy as 3D artist. So i choose a style that allows me to create quickly characters in some minutes with Magica Voxels too, and rig them as fast.So i can concentrate on gameplay and features instead workflow test : Magica Voxels -> Blender rig -> LE3
  9. It would be great to have a LE3 Trello
  10. It is a joke ? 3D coat has many many tools for painting like shapes, curves , region freeze , material fill etc ... any type of layers and you can paint on channels like diffuse or normal.It's super advanced and you can paint almost anything in some as easy way as photoshop with layers and tools. I don't understand someone saying painting with 3D Coat is just possible Don't blame the tool , blame your lack of skills and practice
  11. I use two wways : - High poly in 3Dcoat , Zbrush, Sculptris -> Retopo and bake normal map and occlusion map -> export for painting - Directly modeling in Blender or Silo 2 and UV -> export for painting I use 3D coat or Substance painter, they are great to paint on diffuse , normap map, metal map and roughness maps. Both supports PBR only, like all 3D engines that moved to PBR, we just need LE3 to get PBR some day to be able to use painted assets from these programs
  12. Personnaly, i prefer the standalone installer and be able to launch Blender in any PC without needing any internet connection or any Steam client. +1 It will reach more users now. It is free and even better than Maya LT.
  13. I'm just curious and i would like it : Is there some better Lua editor planned ?
  14. Hi Skrakle, I placed your DLLS at project root folder , same directory as Lua51.dll, I modified App.lua, but launching the game i have this package error :
  15. LE3 is going on it's own roadmap, im' not asking anything, the web player is just some sort of Unity Web Player with more possibilities. It was personnal opinions on two points , this has nothing to do with LE3 or 3D engines - I was more talking as a player about another layer on top of steam for buying games : i manage all my games on Steam or have them in DVD, i don't like to have more multiple accounts lik Desura, GOG or others. So this is my personnal opinion only as player not as 3D engine user. - I was talking about strategy , the best time to show your game. Making games and exposing them too early is not perhaps the best strategy, could you make some game in LE3 or Unreal 4, if it plays **** and don't look good, you have more chances to not have people come back another time. While a polished demo will keep players come back to news about your game because they enjoyed the demo. This has nothing to do with 3D engines, it's more about your personnal strategy about when proposing a demo : in early stages or later. You can make some Desura site or anything else,i don't claim or ask anything, but i can give a personnal opinion, and perhaps the Player is the next big thing for LE3 and im' totally wrong. Don't take my personnal point of view too serioulsy , it's just another different point of view among billions people point of view. (This is why i must stay out of Hangouts )
  16. Main songs only come out when perfect in production, for sale to the public. It's like agmes, many people avoid Eraly Access because of unfinished product and some times when it's not a studio producing the game ,you don't get a lot better product at final or it takes ages to develop. Showing your game too early is showing potential big problems and bugs, not best graphics, not good sound , not so good gameplay. It can just make flee people from your game quickly also. That's why small studios make blogs instead of too early prorotype demos. For monetizing 3D assets , it's ok , because it's like Unity Asset Store, but monetizing games it will just won't work. Did you see Unity or Esenthel monetizing complete games in their stores ?
  17. I don't think players will like the idea to have another launcher layer on top of steam to play some games. It complicates things. Players will expect to buy some indie game on Steam directly and have the game on the Steam list and launch the game fom Steam. If the plan is to make some another Desura games market places, but only for LE3, as it will be only few games i don't htink it's a good idea. Juts my two cents.
  18. I agree , but let's keep people have the choice to not use auto generated hitboxes. This way we can still manually add cube or capsule or our own custom model hitboxes and attach them to bones manually and adjust them as they are models we just added as child of a bone. Why custom : because of special cases : Ghost character monster where you need collision on torso and not on the floating clothing using bones also, or character parts that could not be hit like robot energy visual limbs using bones and many other custom uses etc ... But i understand the need in LE3 to simplfy the task for all new comers to game making and keeping character import as much simple as possible, for them automated collision is a must have. It's always valuable and good to look how it is done elsewhere,
  19. Get some rest and restore your health , it's more important anything else
  20. The only problem i see is for medieval precise FPS melee combat and FPS high zooming weapons, Seeing you should not hit the character and have in game the character hit by your weapon and players will quickly see the problem and think the game has bad collisions A big engine like Unreal 4 generates collision capsules per bones, but allow you to tweak and change them because they are never generated perfectly. Auto generation without ability to tweak is good only games that don't need precision like Dota or top down view games. For my LE3 sci fi game i will place manually HitBoxes to have character collision good and simple , so i think we can already place HitBoxes manually and in a better way then using some auto generated ones. LE3 should perhaps concentrate efforts in other areas after all.
  21. Because it is more computing need to detect hitboxes and because we just need few essential hitboxes. I just want to be able to detect if firing hits a hand or some arm, i don't need hand fingers hitboxes. And it keeps things visually and also debugging in the game more clear and more simple. Why not when detecting bones on some imported model , let LE3 auto generate Hit Boxes for each bones and have some options like: - delete all hit boxes - delete selected hit box - create a new Hitbox for a selected bone - adjust hit box offset, scale and rotation This way anyone would have full control on the character hitboxes creation.
  22. I agree with Eilander : We need lot less hitboxes than the character have bones.We don't need a hitbox per finger bone , also we don't need hit boxes per hair or face bones , or hitboxes on bones controlling some clothing parts. Some tool in the model editor to choose HitBoxes and visualize the bones will be needed in the future , specially because majority of games uses characters. Perhaps in LE4 some day
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