GIMPY73
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Posts posted by GIMPY73
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I get this error when i try and run some of the code that MG posted awhile ago (basic scene loader etc.)
any help on this ???
Thanks
Gimpy73
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Well Rick , i just load it into Cinema 4D and rig my character with one of the skeletons.
Not sure if it works in other 3D apps like 3D MAX etc..
But i posted the link so people can try them out
Thanks
Gimpy73
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Not sure if these are any use , but ive had some fun with them in Cinema 4D
http://sites.google.com/a/cgspeed.com/cgspeed/motion-capture/cmu-bvh-conversion
Thanks
Gimpy73
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Thanks Pixel and DaDonik.
It did take abit of time to get it this far (still learning animation) , and there is still a lot to do with it.
But for a test animation , its not looking bad.
Thanks
Gimpy73
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Well spotted Richard
Thanks
Gimpy73
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Thanks Pancakes.
Yeah i play about with sculptris from time to time , and have looked into 3DCoat.
I wish Cinema4D had sculpting and re-topology. I think i'll play about with Blender some more
I've had no problems getting boned models into the engine tho , I save out as FBX then into UU3D , then save as GMF.
Thanks
Gimpy73
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Well i think it a great tutorial Pancakes.
Why do you add bones to buildings tho ???
Also you seem to be great at using Blender , i've looked into Blender 2.5 and like the fact it has Sculpting , does it do re-topology aswell ???
Thanks
Gimyp73
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Yep got some fantastic tutorials on game artist
Glad to be of some help mate
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Gimpy73
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Oh this might help
http://www.game-artist.net/forums/spotlight-articles/10425-tutorial-full-weapon-creation.html
Thanks
Gimpy73
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Very nice Evary
As DaDonik said try and max out the texture space of the UV map.
I use Cinema 4D R11 for all my models and textures (comes with BodyPaint). I can paint straight onto the model / i add the UV map as a seperate layer to use as a template , and then paint the parts by hand with a base color first , then i add detail (scratches / dirt etc..) as seperate layers.
Then i flatten all layers when im happy , and save the texture out.
Hope this helps
Thanks
Gimpy73
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Thanks Paramecij.
I'm still working on this at the moment. I also struggled to come up with a good pair of hands for FPS , and also had ideas on how it should look.
But in the end i thought do a full character (first human ever lol) , get back into animation and see about doing the hands later.
Its abit of a long route just to get a good pair of animated FPS hands , but i'll have a generic character as a bonus at the end of it
Thanks
Gimpy73
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Cheers Aggror and Richard.
Now that its rigged i'll work on a texture for it , then do more animations.
Then take the hands and arms off for a first person view with the weapons
Thanks
Gimpy73
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Ok nowt fantastic , but it shows my character is rigged and animated
Blink and you'll miss it
http://www.youtube.com/watch?v=htRtLIiVdtE
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Gimpy73
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Nice one Mumbles.
time to start learning C++
Agree with Vetal tho , blue on black is a little hard on the eye's
Thanks
Gimpy73
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Ok Richard
Make sure you put these files in the correct directories:
LEThora.zip
LEThora.dll , Lua5.1.dll , lua51.dll , libtheoraplayer.dll .
(These all go into the root of your LWE install directory)
EG: my setup = c:\LWE-2.4\
Video.mat goes into the materials folder of your LWE install directory
EG: my setup = c:\LWE-2.4\Materials\
nio_util.lua , video.lua go into the scripts folder of your LWE install directory
EG: my setup = c:\LWE-2.4\Scripts\
mesh_video.frag goes into the shaders\mesh folder of your LWE install directory
EG: my setup = c:\LWE-2.4\Shaders\Mesh\
trailer_400p.ogg/bunny.ogg need to also go into the root of your LWE install directory
EG: my setup = c:\LWE-2.4\
Hope this helps m8
Thanks
Gimpy73
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Yess got it working again
I just moved "c:/lwe-2.4/shaders/mesh_video.frag" into "c:/lwe-2.4/shaders/mesh/mesh_video.frag , and now it works
Thanks
Gimpy73
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Ok I dropped the tv into 2.4 , and it loads fine (just no video)
Then i exit the editor and check the log file:
Leadwerks Engine 2.40 Initializing Renderer... OpenGL Version: 3.3.0 GLSL Version: 3.30 NVIDIA via Cg compiler Render device: GeForce 8800 GT/PCI/SSE2 Vendor: NVIDIA Corporation DrawBuffers2 supported: 1 32 texture units supported. GPU instancing supported: 1 Max batch size: 64 Shader model 4.0 supported: 1 Conditional render supported: 0 Loading shader "c:/lwe-2.4/shaders/query.vert", ""... Invoking script "C:/LWE-2.4/Scripts/start/collisions.lua"... Invoking script "C:/LWE-2.4/Scripts/start/fliphook.lua"... Invoking script "C:/LWE-2.4/Scripts/start/globals.lua"... Loading shader "", "incbin::../../TerrainColorAndLight.frag"... Loading shader "", "incbin::../../TerrainColorAndLight.frag"... Loading texture "c:/lwe-2.4/models/entities/light/directional/light_directional_icon.dds"... Loading model "c:/lwe-2.4/models/entities/light/directional/light_directional.gmf"... Loading mesh "c:/lwe-2.4/models/entities/light/directional/light_directional.gmf"... Loading material "c:/lwe-2.4/materials/effects/invisible.mat"... Loading script "c:/lwe-2.4/models/entities/light/directional/light_directional.lua"... Creating class light_directional Loading shader "c:/lwe-2.4/shaders/postfilters/postfilter.vert", "c:/lwe-2.4/shaders/postfilters/clearcolor.frag"... Loading shader "c:/lwe-2.4/shaders/guide.vert", "c:/lwe-2.4/shaders/editor/guide.frag"... Loading shader "c:/lwe-2.4/shaders/pointentity.vert", "c:/lwe-2.4/shaders/pointentity.frag"... Loading shader "c:/lwe-2.4/shaders/guide.vert", "c:/lwe-2.4/shaders/editor/grid.frag"... Loading shader "incbin::../../selection.vert", "incbin::../../selection.frag"... Loading texture "incbin::noise.dds"... Loading shader "c:/lwe-2.4/shaders/postfilters/postfilter.vert", "c:/lwe-2.4/shaders/lighting/directionallight.frag"... Loading shader "c:/lwe-2.4/shaders/postfilters/postfilter.vert", "c:/lwe-2.4/shaders/postfilters/postfilter.frag"... Loading shader "c:/lwe-2.4/shaders/postfilters/postfilter.vert", "c:/lwe-2.4/shaders/postfilters/depthblit.frag"... Loading texture "incbin::Arial9.dds"... Loading model "c:/lwe-2.4/models/old-tv/old-tv.gmf"... Loading mesh "c:/lwe-2.4/models/old-tv/old-tv.gmf"... Loading material "c:/lwe-2.4/models/old-tv/screen.mat"... Loading texture "c:/lwe-2.4/models/old-tv/screen.dds"... Loading shader "c:/lwe-2.4/shaders/mesh/mesh_diffuse.vert", "c:/lwe-2.4/shaders/mesh/mesh_diffuse.frag"... Loading material "c:/lwe-2.4/models/old-tv/old-tv.mat"... Loading texture "c:/lwe-2.4/models/old-tv/old-tv.dds"... Loading texture "c:/lwe-2.4/models/old-tv/old-tvdot3.dds"... Loading shader "c:/lwe-2.4/shaders/mesh/mesh_diffuse_bumpmap.vert", "c:/lwe-2.4/shaders/mesh/mesh_diffuse_bumpmap_specular.frag"... Loading script "c:/lwe-2.4/models/old-tv/old-tv.lua"... Creating class old-tv Loading material "c:/lwe-2.4/video.mat"... Loading shader "c:/lwe-2.4/shaders/mesh/mesh_diffuse.vert", "c:/lwe-2.4/shaders/mesh_video.frag"... Warning: Failed to load fragment shader file "c:/lwe-2.4/shaders/mesh_video.frag". Loading shader "c:/lwe-2.4/shaders/mesh/mesh_shadow.vert", ""... Deleting material reference "c:/lwe-2.4/models/old-tv/screen.mat" Deleting shader "c:/lwe-2.4/shaders/mesh/mesh_diffuse.vert|c:/lwe-2.4/shaders/mesh/mesh_diffuse.frag||120". Loading shader "c:/lwe-2.4/shaders/mesh/mesh.vert", "c:/lwe-2.4/shaders/mesh/mesh.frag"... Freeing class light_directional Freeing class old-tv Deleting mesh reference "c:/lwe-2.4/models/entities/light/directional/light_directional.gmf" Deleting mesh reference "c:/lwe-2.4/models/old-tv/old-tv.gmf" Invoking script "C:/LWE-2.4/Scripts/start/collisions.lua"... Invoking script "C:/LWE-2.4/Scripts/start/fliphook.lua"... Invoking script "C:/LWE-2.4/Scripts/start/globals.lua"... Deleting model reference "c:/lwe-2.4/models/old-tv/old-tv.gmf". Deleting model reference "c:/lwe-2.4/models/entities/light/directional/light_directional.gmf". Deleting material reference "c:/lwe-2.4/video.mat"
notice the warning:
Warning: Failed to load fragment shader file "c:/lwe-2.4/shaders/mesh_video.frag".
I think thats the problem , how to fix it pfftt
Thanks
Gimpy73
_FindTerrainShader
in Programming
Posted
Never mind lol
I forgot to add the luafunctions file to my main directory
Thanks
Gimpy73