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DudeAwesome

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Everything posted by DudeAwesome

  1. they can be used definitly but you need to implement your own physic based shaders to use those texture maps. maybe *cough* shadmar can do something if we can afford some beer/energy/naked college girls. pbr looks like the "new ****" and the right shaders in leadwerks would be great because you can use a bunch of nice new tools for nice looking game experiences. I´m not sure if the 3d output with diffuse, normal, spec, displacement would be optical the same with the pb-maps but I claim it does ~basically. maybe with a few differences. Ive exported some pbr stuff as normal diffuse, normal, spec (is there a name for this like "physic based rendering" but just for the normal thing?) and it also looks nice with substance designer. I tried the textures in leadwerks and it look fancy (but using substances would be much cooler )
  2. leadwerks is not fully optimized yet but josh said in other threads that there will be more optimizations later. I expect better performance later when everything is working and josh have more time for this. I dont care so much about performance right now because its part of the development stage and it will be a lot better after some time. Keep in mind that suboptimal code also can drop fps so if you have hard fps drops in your own game think about your code and try to optimize it even when its just a small memoryleak or something else. Dont expect a detailed date for better performance from josh he also said he dont like to make deadlines and I can understand it. be patient, optimization is a must here and it will come for sure. IMO it will come in 3-4 month I know its a long time but I give him the time for other things. josh is a openGL guru and I also think he have some optimizations in mind but he dont implement it because of other things are important right now
  3. if you know that your project is going long I would do everything from scratch and build my own engine for my needs.
  4. yeah I also would like that leadwerks wont start a default or the last project. is there an option to change this? I guess the problem is that the files from a project are not up to date because you have to update them after every new build and leadwerks tries to open these outdated project files. I think the best option would be to autoupdate it. the update button is some kind of bad usability because this is something that could be done automaticly. a button is always metapher for something that is optional but I have to update the projectfiles.
  5. ok I spam his pm folder when I have more questions soon
  6. mhmm I would try to open/replace one of your backup maps or try to use the non beta build (may its only a bug in beta). can you reproduce the error or you just opened and it failed on startup. do you have updated the projectfiles?
  7. yep I used this function (I have no clue what It means but it works) there are so many export functions in the retopo menu that its hard to hold the overview.
  8. nope its was wrong uv export. other materials (default leadwerks stuff) also looks crappy. but I could fix it now
  9. yep I also think so, price is much higher but ask josh for it, I think noone can tell you because most of us just own indie or older versions and not the source code. 1000$ for FULL sourcecode access vs 200$ for just a Leadwerks 3.1 standard copy.
  10. ive created the textures with substance designer/bitmap2material. they look awesome on normal walls or ground that I create with leadwerks but on my 3d model they look crappy like they have a low resolution edit ok it seems that my UV resolution was not high enough. god damn all that resolution UV normal map displacement retopo voxel obj->fbx stuff is so confusing
  11. Ive done some retopo stuff with 3d coat but when I choose some textures I have created in leadwerks (1024x1024) the texture looks like superlow 32x32 (no details much pixelstuff). when I drop the texture onto a normal ground or brush everything looks fine and detailed in leadwerks. any clue whats wrong?
  12. the rain thing is something different. with substances you can create for e.g. a toilet room with unique ceramic tiles (some are broken some are dirty, grunge effect etc) if you now like to increase the dirty level just adjust some parameters or do you dont like the tilesize and want more tiles? no problem just adjust some parameters. you dont like the color or you want rectangle tiles dynamicly created (dont forget all the maps also automaticly created like normal, spec, height, etc) everything is no problem with substances. if you always have to edit the basic texture e.g. with photoshop and have to export the maps with tools like bitmap2material it takes years. with substances you can check out different settings in a finger snip. you dont just can use shaders for everything and you dont just can use textures for everything. you need both. but you can create those dynamic water effects or snow effects with substances also. the fact that you can scale your texture resolution in realtime also makes like easier. shader coding is also not the easiest thing. for now I have to export low and high resolution for low/high gfx settings. with substances you could import your substance and ask whats the gfx settings? its super awesome fancy ultra high? ok export the 1000k textures. just think about if you have exported every texture (low, mid, high, ultra) and then you want to change something... its like "*gnarf* I have to export all those texture maps again -.-" with substances you say : "ok whats next?"
  13. I dont use blender because its a nightmare for me but for the lua stuff see Ricks fancy thread: http://www.leadwerks.com/werkspace/topic/8103-gameplay-tutorial-requests-here/page__hl__tutorial+request edit: ah ok you I see u dont own the engine, well in your case I just would read some basics. I never used lua before and learned it also with the engine but I have good coding experinces with other languages. lua programming in one sheet or in multiply scripts is a little bit different. lua is also not that hard to understand so just wait until you have the engine. if you really want to learn some lua before you own LE read code. you have to read a lot of code later. if you understand simple scripts you can do some more advanced in your mind.
  14. mhmmm ok this seems logic but it feels like wrong ok learned something new.
  15. jep SD is really nice but ok it takes some time to learn the software but it pays. for me its not just the texture size its about the dynamic textures because you can change everything in the game.
  16. is this the best way to do this? I dont think so. when I play a game and see 2 or more views in one window or just take a look into leadwerks 4 views. this are just textures ???
  17. you really want to compare browser WebGL with native games? I dont have any drops btw it looks very fluid and smooth. I also dont know what the using of PlayGo have to do with this threat. playgo is just some software for the ps4 that allows background downloads. with substances you can decrease the downloaddata because you download substances and not all textures == more playtime instead of boring downloadtime. sry yougroove but you talking rubbish here. get a demo and try substance designer. you have so many filters and functions. if everything looks like the same you just saw the work from a bad artist. yeah looks like josh is interested. this is the right question here for a dev I think you have to talk with them. I was hoping that there is some kind of "ready2use c++ libary" but its seems to be a secret how it will be implemented.
  18. half hour calculation and generation time oO what are you talking about??? check the database in the browser. it takes 30 mins even in bad webGL ??? hä what are you talking about? you have read one of my links in my first post? or even read my post? definetly nothing look like the same . see substances here they look all the same??? you can change everything. everything. why it would not be good for texture people? it would be great for texture people because devs and artists can work together. (and a lot faster) you ever really used substance designer and know what you are talking here? why it is useless. just write the shaders?
  19. I dont talk about substance designer or the software here. I´m talking about an substance engine integration so we can use those tools bitmap2material, substance designer, substance painter in realtime in the engine.
  20. I dont know know what 3d coat or zbrush has to do with a substance. how you can create dynamic materials with 3d coat or zbrush and use them in leadwerks? And what you have tested ? the engine? how oO? you are talking about the indie versions of substance software? you mix subjects here I guess. commercial versions? if yes vs. you can use the indie version. until you generate more money. commercial versions are quite useless is you dont gain that amount of money. so I dont get the point why you tell me that you dont earn enough money but you need the unlimited (commercial stuff) you will we just need pbr shaders
  21. ah lol planetary annihilation. looks interesting. but too expansive
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