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3Dski

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About 3Dski

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    Advanced Member
  • Birthday 10/01/1957

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    Male
  • Location
    Dallas, TX
  • Interests
    Playing music, programming and writing.
  1. What technique would work best for adding details to a surface that already has a tiled texture added to it? More specifically, let's say there are random puddles of liquid, or dirt spots that you want to place over a surface that generally has a tile-able texture/material applied to it. Would I have to create a model, that's simply a plane, with the special material/shader applied to it, on top of the floor (wall, ceiling, etc.)? If this planar model approach is the way to go, is there a way to snap it to the surface, as to not have it sink into the floor, wall, etc.?
  2. Add me to the list of folks suffering from this annoying problem. I'm going to try a reboot now and hoping this works. [EDIT] OMG... Rebooting fixed it! Weird.... and annoying! Glad it works now, but it sure messed with my work flow : )
  3. 3Dski

    Prefab Creation

    In most editors, a "group" operation exists, which would be necessary to use separate geometric objects to form a single unit, or prefab. When starting to work with Leadwerks editor to create some prefabs, I was totally lost, because I couldn't find a "group" operation. When I looked for information about creating a prefab in the documentation, it only instructs you to select a single object and use the context menu to select, "Save as prefab...". This info didn't help me, since my real issue was understanding how to tell the Leadwerks editor that my collection of objects was intend to be view as a single object. This is not so intuitive to newcomers, because you obviously will want to save a collection of CSG objects as a single prefab, yet you can only select a single object to save as a prefab, not a group of them. In another tutorial on another topic, I learned about the "pivot", which can serve as a place holder in a scene. So, I had the idea of using the pivot as a parent of the objects, thus indirectly grouping them, by placing a pivot in the scene, then dragging all the related objects under it in the scene tree (make it the parent), so when the pivot is selected, its children are selected. As an alternative, you can also select any item of the group to be the parent of your planned prefab by dragging its logical children under it. So, this is really kind of mini-tutorial, and thought it fit best under Game Art, since it relates to the basics of creating game assets from primitives in the editor.
  4. Just reading this, though its an older post, because I was wondering the same thing. I don't know if a ray cast would be necessary if you follow the scheme I've seen followed by other games, where the ladder is actually wrapped by a specialize collider. Then, it would seem a flag could be set to tell if you're on the ladder, which would then allow moving up/down. But, you'd still need the logic that would stop you when you from moving into the floor/ceiling. Some engines I think have ladder handling built in, based on an invisible ladder texture used to wrap the bounding box of a ladder (like in the Doom III). If its not built into the engine, its examined by some script(s).
  5. Great summary, YouGroove! I actually sat down and went through SD's "Getting Started" series and saw this. I can see where you might be able to come up with a similar node based workflow inside Blender, but SD may be more user friendly. For instance, I know that you had to tweak a lot of settings in Blender to create a normal texture, but they may have streamline this and similar texture creation features. Both routes will be a learning curve for me. As a side note, I played with Houdini a bit, but I don't have a version that will export to usable formates. It, too, is procedural based, where parameters can be set to affect characteristics as needed. You could build a chair, then parameterize lts height, or whatever. I never really stuck with if for the fact that I only had one usable exporter, but it didn't work as expected and was hard than hell to build anything in it for a game environment that would export as desired..
  6. I got a copy of SD in hast and now trying to figure out how it can best be used to export textures that can be used by other engines like Leadwerks. It sounds like you'd have to work in such a way to limit outputs to diffuse,specular and normal to be used in such applications (apps that don't support the SD plugin). If you were to export from the final node, it sounds like every thing is simply baked into the a final, flat bitmap, so limiting its usefulness. In contrast, if export of these mapped textures (diffuse, specular and normal) can be exported to a single atlas, then that would be of benefit. So, I guess I'm trying to figure out what "export to a bitmap" really means from the SD perspective. Perhaps user "knocks" from an earlier post can give more word on that, since he's a long time user of SD. From the proprietary SD file perspective, it sounds like the engine just to know how to give control over to an SD "plugin", and I'm not sure what that means to us as developers, especially those who own the Indie version of Leadwerks.
  7. In case xeranas, or anyone else who was wonder has this same question.... This exported creates a Leadwerks MDL, as opposed to exporting to FBX and Leadwerks having to convert that.
  8. I have the Leadwerks Indie from Steam working, as well as an install of 3.2 Windows. I'm trying to get more involved with Leadwerks and noticed that the projects of both are in the same location. Is this OK, or will i cause a problem? I guess personally, siince the Indie version is strictly Lua based, part of me would like to keep these projects separate from the regular Windows version of Leadwers. But, it looks like I'd have to export them to a new location as necessary, then import them back into the manager.... sound like best way to accomplish a separation between Indie and Windows versions?
  9. I figured it would something like that and sounds like it would be just playing around to get the force and direction correct. Then, I'd just have to figure out if can/should just animate the texture in the FBX.
  10. I'm here because I was searching for information on moving a texture. Actually, my intent was the idea of creating a conveyor belt. But, then I wondered how to implement the motion. I suppose you could set up physics in such a way as to cause the player to slide across the surface at the same speed as the texture... Do any of you have experience with this implementation idea? UPDATE: As an alternative, I could create the belt as a animated model. But, then I have to figure out how to implement the interaction between things and the belt motion???
  11. I had Leadwerks 2 Windows version on my system. Then, I purchased the Leadwerks 3 Game Engine on Steam and never tried the my Windows version after I tried to upgrade it. I think part of the issue was both installs look at the same "projects" directory, so things just got really out of sync for the initial load. I'm currently work only with the Steam Leadwerks 3 engine (Lua) so haven't tried the full iteration with VS C++, but I at least got the editor craziness resolved with a fresh install of the Windows version. No this doesn't help, but just confirmation that some weird things can happen if you've dabbled with both versions. ADDED: I went and look and noticed that my Windows version update is only showing version 3.0, while my Steam Leadwerks Game Engine version is up to 3.3. The project folder layout is different in the Windows version and it doesn't contain the FPSplayer.lua script that the 3.3 (Lua only) version has. So, now I'm wonder why my Windows version hasn't also progressed to 3.3 and what the real consequences of the differences are?!
  12. 3Dski

    GUI

    I'll have to look around more to see what those options are and see what features they provide. Especially since I thought/think Agrror's solution was only C++ based.
  13. 3Dski

    GUI

    I thought I read that Agrror's solution was for C++ only, I didn't include associated Lua. Regardless, I do think if there was a bit more documentation on how the Leadwerks Game Engine architecture pieces fit together with Lua scripting, creating a custom GUI wouldn't be so bad. I'm familiar with Lua and general GUI logic, so I was able to invest some time and finally came up with some highlevel toolbar GUI handling logic in a script that can be attached to a Pivot object. It took me a few hours of hunting through the docs and an evening of coding (including some clean-up) to have a solid foundation to build some real come on. The only additional thing I'd like to do is set up callbacks so that their output can be attached to some kind of battle manager script that can send hit damage against the applicable enemies, based on toolbar options (spells, etc.) So, I'll have to study the aspect of identifying in and out points for the flow GUI. As a side note, if folks are stuck on GUI development, I imagine their just as baffled about saving and loading level data, which would be another major stumbling block for me, being new to Leadwerks.
  14. 3Dski

    GUI

    I have to admit that I'm not a hardcore Leadwerks developer, but I am an experienced developer, and now that I'm investigating it again I have to admit I've been a bit frustrated with information fragmentation, and this might not seem so apparent to those who are familiar with the layout of Leadwerks. Also, there's been a couple posts where there is a disconnect with solutions, as they relate to Lua and C/C++. In regard to a scripting solution, I've seen a great Youtube series on HUD development, which I think is a great basis for drawing. Next, I think it should be made more evident in documentation for scripting that Script.blah_blah is just the tip of the ice burg and that the real scripting API is based off of the objects in the Command Reference section of the Leadwerks site. From there, we're left to do some educated attempts at implementing the syntax at the proper location, with the correct syntax. Also, from scripting edition of Leadwerks, the only way get a feel for the architecture is to create a blank project and examine the project's directory structure. There are many styles which can affect implementation, so basic GUI provisions don't solve the problem of a new user trying to understand the best place to draw, and understand what the even handling needs to affect. On a related topic, some one questioned the possibility of there being a book written, and i got the impression that the idea was blown off. I realize I'm now getting a bit off topic, but the tutorials on the site are great for some real basic things, but they are not good for helping to promote Leadwerks to the new Indie developers that purchase it through Steam. I just don't think the information that exists will logically walk them through the architecture and help them investigate and evaluate GUI implementation techniques inside Leadwerks. Yes, we learn how to place a player into a game and its fantastic that it's interaction with the environment almost effortless. But, eventually the user is most likely going to need to learn the architecture so they can best script GUI/HUD logic, or customize current or additional functionality. The idea of creating a GUI manager, with hover and click events, is a time-tested logical approach, but there is no information that even hints toward some good approaches for scripting solutions in Leadwerks. A new developer will be discouraged, being frustrated with all the pieces of information that don't help them solve their problem, and simply quit trying, as powerful and helpful as Leadwerks is. UPDATE: In support of Leadwerks 3.3 documentation, there is a "Lua" tab option when viewing the Command Reference documentation. But, when trying to create a new blank object script, my latest copy from Steam didn't give me the option to create a object script skeleton to fill in, so I used the documentation to create my own skeleton object script. UPDATE: Script Creation Issue. Well, it turns out that the right click has to be in the bottom window, below the Assets hierarchy. I thought the right click was on the item you wanted to attach the script to ... oh brother!
  15. I think when most people think of a mesh/shape, they think of a all inclusive wrapper for a visible objects, but is there a of rule that says it has to be contiguous? I've not tried this yet, but couldn't you simply have a mesh that's actually composed of adjacent blocks that only cover walls the player would come in contact with, leaving spaces in between to account for passable doorways or windows? Is this idea a realistic approach, or have I got it wrong?
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