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YouGroove

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Blog Comments posted by YouGroove

  1. Are "collision" shapes embedde in some FBX file still relevant ?

    For example a complex static model can have a "collision" shape embedded on the FBX file, some times it is better made by ourselves than using convex decomposition.

     

    Not so important point, but it can be good to keep that feature perhaps.

  2. The docs looks great for new comers.

     

    I hope these points will be covered :

    - Collision types and custom types ,setting collision types, what collisions interact with others

    - Pick() collision and about that you must use a collision box model as child of bones for characters ; because Pick() don't work well with the Cylinder of the character physics.

    - Different way to create collision shapes (directly in The model with "collision" name, using invisible CSG, using the HitBox model, importing a Physhape.

     

     

    Why not adding a video tutorial section ? poiting to the bets video tutorials.

  3. That's your metal shader on the gun btw YouGroove. Unfortunately while in game you don't really get close enough to appreciate it.

     

    Your game view is top down far view, so you will be able to notice the effect only in the inventory ?

    Did you invert the roughness map ?

     

    If you want , send me your model and textures i can test and tell you.

    The shader effect works but sometimes you need a strong metallic value, roughness is influencing the shader but not as much as your metallic part.

     

     

     

    Those are the details that we are currently working out. We have some ideas floating around.

     

    I mean simple quests :

    You find some NPC in some places fighting or protected form zombies on fortified places, you dialog with them and they propose you some quest task.

    Or you find a note, reading it , this is a quest telling you some treasure or something to find.

    Also event triggered quest :

    You fall in some hole with some underground and your characters talks alone saying he must find the exit, later he says he must find a mechanism to open the exit door. This is dynamic quest.

     

    Good luck.

  4. Do you use pivots to control house interior and exterior visibility ?

     

    All interiors are actually loaded/unloaded at run-time as the player gets in range of the house too

    So you have re usable indoor configurations also (group of models) as prefabs ?

     

    So you don't use any LOD for houses ? Texture mip mapping also or lwoe res texture for lower LOD ?

     

    BTW, the game and assets looks really nice.

  5. Our main goals at the moment are to go back to documentation and clearly define all aspects of the game and what we require to get the prototype out. We noticed that there are too many grey areas in our ideas and think we need a very clear definition of the features this game will have as this is an ambitious project and we want no surprises.

    That's great. Beeing clear on the game gameplay and details is important.

     

    Will it be some missions or quests ?

    Does it uses a rest system ? You barricade a house to sleep in during some hours, only zombies breaking some door could awake you from your sleep and rest ?

  6. For example if I walk away from the buildings far away around a mountain the fps goes back up.

     

    The floors and walls in my buildings I have left as csg, the advantage I see with this is I can easily apply different textures to the walls and floors in the different buildings to add variety

    This could be the problem.

    Try replacing all CGS by some Blender test model building, i think you'll get really better frame rate.

  7. but my frame rates are worrying me with what I have already.

    Hide distant lights and distant interiors objects and hide interior Zombies just let them navigate but hide them.

     

    You have lot of zombies, so lot of scripts running, perhaps when 5 zombies are going around the player, just make the other roam arund with random destination like stupid zombieswihtout calling navigation functions.

     

    If you lower zombies maximum number zombies visibles and make them spawn from hidden points , it should work better.

     

    Good luck.

  8. Agree. I actually had the idea of a scripted GUI system that just uses script functions for all the rendering and event handling, but the parenting stuff is built into Leadwerks

    In fact i was thinking about advert and promotion, nothing is shown about GUI.

    So showing on videos or adverts FlowGui and some of it's coool features and examples like Inventory , will be better perhaps ?

     

    But if you have ideas to bring something related to GUI in LE3 it's even better.

  9. I just see some points in LE3 after the better docs :

     

    1) BSP tools are too much basic, useless if you want to work faster and make more complex things faster.

    It is a core feature, but it didn't got any tools additions since LE3 came out.

    Should not BSP Tools be a bigger priority and extend possibilties like loop select, loop cut, multi bevel etc ... ?

    I think lof of beginners would appreciate to have a complete BSP modeling tools and as easy as Sketch Up.

     

    2) Another point i see is lacking for non 3D artists , is content packs.

    More character packs (soldiers, monsters, medieval, aliens ...) with a script ready to drag and drop in LE3 projects. Some new environement packs perhaps. Like FPS Creator packs.

     

    Also really hope to see some Asset Store like in LE3 and having 3D artists selling their models elsewhere also spreading them in LE3 Store.

     

    3) Game templates

    LE3 has FPS by default gam, but it could be attractive for people to find other game genre complete game templates :

    - FPS, TPS shooter , Racing and AI , Flying game, Sailing pirate boat game , space ship game , strategy, Diablo hack n Slash puzzle game ...

     

    4) UI

    LE3 dont have any , and it seems Flow GUI is the only cheap solution ou there. LE3 Should advert about having GUI functions but also a cheap ready to use complete GUI system like FlowGUI.

     

    I just hope for BSP to go really farther in terms of tools as BSP is one of the core selling features in LE3.

    • Upvote 1
  10. There's a lack of cohesiveness and overall design, it gets outdated and never updated

    Just give some tag to videos or web pages like "outdated"

    Some filter could skip them also if the user would need it.

    I don't know Epic has tons of video tutorials , a lot made by users, something Epic could not do alone. You will need users in depth tutorial talking about specific things ,not covered.

     

    Anyway , just do as you feel is the best :)

    • Upvote 1
  11. Finally, we have a problem with tutorials that needs to be addressed.

    Tutorials are not centralized enought, it would be better to have a complete web page page divided in categories of tutorials and links like :

    - terrain

    - BSP

    - character movement

    - camera

    - shaders

    - AI

    - Navbmesh tool

    - Model editor

    - Collisions

    - objects interaction

    ....

     

    The tutorial menu is too small and don't contain all that is spread on the site forums unfortunatelly.

     

    There is unofficial WIKI , and many blogs that should be put on tutorial as the information they contains is anywhere else (like blog about model editor new features)

     

     

    Why there is not pinned thread on programming named "tutorials" or "tips" ?

     

    I have tried to make the documentation and tutorials pages as "in your face" as possible

    Just do like Epic, put a documentation and tutorial buttons directly on the editor , clicking on them it will open a Web page summarizing all tutorials available.

     

    I forgot, but there are some other new users that made a really great suite of video tutorials, they should be in the tutorial page also.

    • Upvote 3
  12. Looks very good.

     

    Some critics , you won't escape them wink.png

    -Are houses just abandonned or wrecked ? because interior are very clean , no dirt, no damage.

    - Road texture is too bumpy, not enought flatten normal map to look more road (you could add variation and damage later with incoming LE3 decals)

    - Why there is not White lines on the road (perhaps grunge or damage white lines)

    - Street corner are very angular

    - Bushes on floor looks upscaled with non detailled texture and look very low poly , more polygons ?

     

    I know it's prototype, i just pointed some points at first look to make it better.

     

    Are houses made of BSP or modeled ?

     

    There are great Assets you have here : car, barriers , furniture , it looks great. I like the backpack inventory.

    • Have amazing screenshots
    • Submit once you have more stuff done

    I agree (some trees, rocks,would have helped your game look, it looks very empty).

    Also use some road barriers , and other blocking objects to avoid the player to go anywhere with the car and make it some 4*4 offroad game.

    This would force the player to have a driving section than he would have to let the car to make a walking combat section. Juts my personnal taste.

     

     

    Your game is coming nicely, keep going on smile.png

    • Upvote 1
  13. I was just poiting to the documentation side, will it keep constant and minimum documented ? or not always ?

    Minimal and good commands documentation is what is needed for new comers and what make some engine like Unity to have a strong point.

     

    Indeed they are easy to understand, i asked but not for my personnal interest :)

    • Upvote 1
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