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Blog Comments posted by YouGroove
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I would still strongly suggest not downloading items at launch that are not used in the loaded project though.
Good point.
Having that on the editor reminds me Unity Asset Store and is just great for the workflow.
Will it be possible to purchase models throught that new workshop browser ?
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You could add some height bobbing movement later as now the characters seems more driving a car.
The level looks very good, keep it up.
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Excellent initiative to make it a "ready to go" package with scripts and sounds. All FPS makers should be more than happy
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Okay, so we'll have ourselves to make our own solution.
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I have and issue since this build though. The character controller is jittery as hell no matter what slope it is on now
Some example to have smoothed character controller movement :
http://www.leadwerks.com/werkspace/page/tutorials/_/artwork/third-person-template-r114
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I debug my game with vsync on to let me see what people with less capable cards are seeing. This sudden fps drop can cause you to watch the engine redraw the world allowing you to see behind walls.
I'm interested if you find some ways to keep high frame rate.
Your rooms will need doors , windows, you will need corridors, stairs, how will you manage that ?
Same for decoration like table, chairs and other decorative assets how will you manage to have the rooms with stuuf in the right place ? table at center, shelves on walls etc ... ?
How many dynamic lights per building or room ? How will they be placed on rooms ?
Keep the good work as project seems promising.
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Why not two different navmesh types or more types ?
- Any size controller : ceiling never taken account; that could be used for lot of game genres , from RTS, Dota like games, or FPS, TPS games playing in arenas where ceiling is never a problem.
- Fixed size controllers for uniform sized characters for FPS games where ceiling matters
Perhaps have two different navigation systems for navmesh ?
Without these, it will remain to us making the game to add collision shapes for bigger characters and take care about the zones they can only walk on.
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Good.
Will this make possible to have resizing on character controller to any size later ?
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Metal Gear 4 "Quiet" character inspiration in the lower outfit.
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.Each time you start the game and join a server you'll be starting from scratch (like Team Fortress 2 or Counter Strike).
Would be good to unlock some specific clothes, character decoration available when you loggin. Going far on the game would unlock that specific stuff other coop players could see meaning you are an advanced and skilled player.
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What level style will it be ? outdoor moutain, city or a mix ?
We see overall 40%, 3D artwork 48% in the site. Is this real because there is no level and gameplay screenshots, just some few model screenshots , so already 50% hard to believe or the game will be lightweight ?
Good site, good presentation.
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Seems Dhalsim from Street Fighter 2
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+1 for skybox system.
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Modular assets for exterior can be made if you have a 3D artist on the team, or if you buy 3D modular packs. Indeed for non modelers BSP can be a way, Sketchup also have world UV mapping like BSP and it is as easy. Could they be made from BSP program or a modeler, modular stuff is the way to go
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Modular design even on level making instead of BSP; has many advantages and this is the way to go also in industry.
http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html
3D packs you buy are also modular like rocks pack for exterior that you assemble to create infinite rocky terrain variation, same for modular buidings.
You UV and texture only one time each modular piece, than duplicate as many as you want to create some building.
Arteria 3D example :
Other example :
About optimisation :
Better have some "merge" models function to be able to merge assembled models as one model in the editor , so you'll have one draw call instead of several per object.
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Just saying it failed when i tried, perhaps someone could test again regify and see how it's behave ?
I'm far from convinced about regify, so far from 3DSMAX complete and customizable biped system.
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Rigify is not compatible with LE3, it is not bones animations only, but a more complex system.
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Leadwerks Gets Update for Workflow Enhancements, New Features
in Ultra Software Company Blog
A group blog by The Ultra Software Team in General
The compression textures really changed totally the loading times and space on disk, it was so needed.
It seemsLE3.1 is stable enought now, and the work on new major features can now start
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I'm afraid a plugin system isn't a realistic addition right now. It would take a lot of testing and documentation and introduce many bugs with uncertain causes, since it would be a combination of mine and third party code.
But LE3.1 could expose some editor functions and some panel possibilities ? perhaps Blitzmax GUI layer is the problem ? LE3 can work without plugins, but having plugin system would mean more 3D artists and beginners coming to LE3.
A solution could be using Neosis GUI to create additionnal tools to manipulate a 3D scene in real time than save to a file the work. For example of strategy game : run LE3 game that would be in fact a tool with NEosis GUI with buttons to add/remove 3D units on some grid battlefield than save the game units positions and battlefield created to some file.
A lack of assets is a serious problem for many people, so providing those and making a system for reusable items is a priority.Free models for toyers or beginners, or prototype.Once you begin a serious good game, you will buy quality 3D assets instaed or find a 3D artist in the team to make great ones.
It's my point of view, but if SteamWorkshop can bring success to LE3, indeed keep it and make it work.
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Like DudeAwesome, i'm not Steam fan, and using LE3 forum Doanwloads section is just good as it is now , caus i can just pick up anything if i need and use it, Steam won't be great difference for me, i see only presentation change.
what i see that is more important and missing are :
-LE3 plugin system; if possible would be lot more important : any type of game system or extended features integrated in the editor for beginners or people that don't want to deal with too much coding. Beginners could find FPS , TPS, RPG, RTS or any other game type extension in the editor allowing them to make games without having to deal with all the code behind.Not sure if Lua is the way for that ?
-Second point : LE3 games, caus they show what is possible to do and good looking games, will make people wanting to use the engine caus they know it's possible to make great visual games seeing some.
-Third point : Some monetized asset store to sell 3D art made by any 3D company with better prices, if plugin system will exist you could find game or features extensions available for little money and very usefull.
Also people that could sell plugins would be more lot more motivated to make great ones.
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Sharpen is really nice. Thanks.
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This is same as other buziness or even on restaurants where you need to adaptat and listen of what clients wait for or do different food from what exists around, and sometimes have some advices from people better experienced doing the same job.
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FBX supports pretty well exporting static and bones animated models.
I used from Blender 2.4 to 2.69 with LE3.
It's the main format used in indie 3D engines, and there is no real problem with versions in LE3 or Unity.
Morphs targets exports will need LE3 to have that feature in the engine implemented wich can take a long time.
Well OpenGEX seems a great project and have LE3 support would be a bonus , not a necessity right now.
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In order to make it easier to write exporters for various modeling packages, I am creating a C library that has commands for adding model limbs, mesh data, and animations, and then saving the resulting structure as a .mdl file. This library can then be used with lots of different plugin systems to create export plugins for various programs.
I don't see the point here as we mainly will import models from modelers to LE3 ? Not all people will do BSP and export to modelers ? I didn't know LE3 users wanted to export from LE3 to modelers.
The Workshop
in Development Blog
A blog by Josh in General
Posted
I imagine it will be some submission thread before submitting 3D models ?
I mean the model would have to be tested in the engine and approved before becoming a DLC ?
About the price, what will be the percentage for the author that submitted some 3D models ?
Perhaps it's too early for these questions.