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Christian Clavet

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Everything posted by Christian Clavet

  1. Wow! With all this Leadwerks will be able to make more than games! Nice!
  2. Do you plan to use the new GUI system to be used in the editor too at some point?
  3. Christian Clavet

    GUI Design

    This really look interesting... How about using LUA to create the widgets that would be represented as a new node type with input and output from the node editor? Since the node editor is good for logic, It could really fill the gap, users could exchange scripts of GUI designs that could be easily used after with the node editor.
  4. I used hammer for a long time, and using CSG was really bad because it caused leaks and error. Fortunately, I did not have any problem in leadwerks. The only thing I'm missing is a way to move vertices. In Hammer, I did not use CSG but moved vertices from brushes and used primitives as references for the shape I wanted. If you look there this level details were modeled all with brushes and NO CSG, just brushes modified with the vertex tool: (All of the corridor interior in this parody of SG-1). The stargate is also done with brushes. This is old stuff I made in 2009 using Hammer in a Half Life mod.
  5. Wow! That great! I always had this problem when I was using Irrlicht. I had to have a PC that was using a intel card to make it work on all. From what I tested the intel compiler was the strictest. This tool, is great so you don't need to have a separate PC, just to "clean up" your shaders. I almost think it was a marketing strategy from NVidia to make their compiler be so permissive. It would only run on their hardware... Or a strategy from intel & Amd.. who knows...
  6. Really good work! Just tried the volumetric light and it's really great! I think I will really love this release!
  7. Thanks Reeblue. Your demo of Vectronic is one that I felt the most polished and had very solid gameplay. Hope that all goes as you planned! Congrats!
  8. Thanks Josh! That was it. Once I have set this, I was able to use the environment probe! I really like it!
  9. Tryied it. I've updated the project and all seem fine but the instant I select the menu CREATE -> EFFECTS -> ENVIRONMENT PROBE Got a EXCEPTION_ACCESS_VIOLATION. I'm running Leadwerks Beta branch on Steam / Windows 10 / GTX 780 / I7 3770K The test level I made is on the same project as the examples. I am already set to use the beta build, but you are talking about modifying a config file. I haven't done that, where is this file?
  10. If you had a dynamic model instead of static model, would it be in the cubemap? I'm thinking if we had a player model, would we see in the reflection?
  11. If you store the vertex normal in world space, would it be a way to cache them? Good work Josh!
  12. Environment probes? Great! thanks Josh!
  13. I'm ok with this, as long as Leadwerk, verify the content before publish the DLC. Some third parties might be tempted to "dump" their stuff, and I would not like to buy something that is incomplete and without the sources. Releasing as a DLC for me mean, that the content has been tested and approved.
  14. That's fine. If you make a silouette of each character, you can still know who they are. There is really nice information from Valve on character creation here: http://www.valvesoftware.com/publications/2008/GDC2008_StylizationWithAPurpose_TF2.pdf
  15. Thanks Marcousik for the report. So as long you get the premium version of the tool, you can export. That's cool. Export is limited to OBJ, so only static models with perhaps only the diffuse texture.
  16. Still I found this strange. Read the picture: They said the source is in FBX/PNG but they packaged it in .UNITY3D file.
  17. Looking at their web site, I don't think so. This tool was made from Unity. They made a plugin to load back the content created in their tools back to unity. If you look there, it's clearly written "AGF" scenes. Not Fbx. They surely can import custom models in FBX in their tools, but the export seem to be only in AGF. You should contact the developer to be 100% sure.
  18. Hi, I just bought yesterday the Egyptian temple from the workshop and think it would be nice to give a feedback about it. Current verdict: Need improvement, really beautiful but not useful. (april 2016) Buying this pack: It was relatively easy. I've got it from the community page on steam (browser) and then reserved the amount to buy it and then took it. I find this easier to do that way. Once the buying is done, I simply go in Leadwerks and download it. At first I had some problem getting paid model from the workshop directly from the workshop in leadwerks. The method I use now make it work all the time. The pack: Art Quality: The pack contain lots of models, of components of a temple and some temple props. So you can decide to build your own version of a temple. The models are really well done and beautiful with tons of details on them. A note, this is only temple parts, there is no pyramids in the pack, neither as the sphinx. Leadwerk integration: This is were the problems starts. They've done a lots of round corners to pack this for leadwerks and really done it bad. First, the "demo" map that come with it was done in another path then they simply moved it without changing the path for the assets, as a result, Leadwerk gave me more than 240 errors about missing files. Second, I'm almost sure it's missing some assets. Even by taking models outside of the demo map, I've still got some error (missing textures) on some models. Third, No optimization of the model. The demo scene run in debug at around 20fps on my NVIDIA GTX 780. So really nice, but without LOD or optimization of the model, the scene is beautiful but cannot really be used to make something in real time. Fourth, there is NO source FBX for the models, so no way to retopo these models to make them useful in real time applications. So for me I can see the art but cannot use it. Finally: Clearly they will need to improve on making a proper leadwerks integration. Next time, If I don't have the source FBX, I will not get it. It's also not totally clear on what type of licencing they use for the models. I think Arteria3D made a good move by promoting their pack on the Leadwerk Workshop, and I just hope they will improve and that other will join.
  19. Collision type is prop. I changed it to SCENE the same as the brushes and now the NPC don't see me when I'm out of the room. Thanks Rick!
  20. Hi, I've seen a simple issue that I would like to report, but I don't think that would go as a BUG REPORT per se. I've seen a little issue with the MERC character, is that simply in the template, the character shadow is set as static and his weapon the same. Changing the shadow setting break the template. A simple tweak would need to be done to the template. Another issue was that I was finding that he was moving too fast for my taste, and did not have option to change the speed but was quickly adjusted that by adding the options in the LUA script. This character is really more useful to me than the monster to test stuff. I really like it! EDIT: I've simply changed the shadow from the MERC and the M4A1 object to dynamic shadow. That fixed the issue and then I saved back the "merc" in the scene view as a new prefab.
  21. Hi, I'm using the beta version on steam, using it on Window 10 Home (French) currently. My graphic card is a NVidia GTX 780 I've buyed yesterday the MERC model and tryied it in a quick level made with brushes. I really like it and it's so simple to use it! But I've seen some issues on how leadwerks seem to make NPC "see" in their environment. On the level made of brushes, I had to enter the room where the merc was to see me and then he started to chase. I've exported the map in .OBJ (Great feature!) and imported it in MAX then done a quick bake of lighting and imported it back, mostly to test if the scale/position was not changed in the export/import. Everything worked, I was able to make the collision shape from the tools provided in Leadwerks. Collision is working perfectly, and the map work as before except this: If the brushes are hidden or removed, the NPC will see me immediately and start chasing me (using the NAVMESH to get to me even if I'm behind a door / wall). For Leadwerks the level that has that problem has no brushes and only is composed of static meshes. So if I want to fix this temporary, I will have to create brushes and hide them inside the model, so the NPC`s will not be able to look thru the wall. Doing this will surely decrease the performance.
  22. Hi, Since Leadwerks will never support lightmapping again. It would be really important (at least for me) for me that at least have support for 2UV. And would be really useful as Michael mention: BIG OBJECTS need TILING. If we want to bake the lighting out of Leadwerks on those big objects that have tiled texture, we absolutely need a second UV. (I've read somewhere that this could be bypassed by using a TRIPLANAR shader, but I don't know to implement it) Have someone made a material that support this or we will have to create it? -Texcoord 1 - diffuse -Texcoord 2 - Lightmap Michael, using a 3rd texcoord for details is interesting (especially for big objects!!), do you have any more information on how it's done? I always used decals for that. By the way, I tested exporting a map yesterday from Leadwerks to 3D Studio Max and bring it back, it work perfectly! The scale is not affected at all and we can really use the mesh as reference in Max. I only baked everything in a diffuse map, so I've not tested how to import back with a diffuse tiled map, and a lightmap yet...
  23. Hi! Just a quick question here. What is the material you use with your decal? Normally we should be able to set a material to any object including decals. So if the material is set to opaque, then logically, it would have a black background. Can you check if you can change the material of the decal to use a material that support transparency?
  24. Hi, Josh. I tried to buy it (soldier) from the Workshop in Leadwerk. Strangely, It did not work, it was doing nothing, when I clicked to put money as reserve (Normally I pay my games directly), once I clicked on reserve money button, it falled on a reserve money on account page about the same. I decided to try it directly from the Steam page, when the reserve money button, was pressed, it asked me to confirm the browser with a code, then I was able to use the reserved money to get the object. I then loaded back Leadwerks and was able to download it. When I buyed the DLC, I did not any problem, because it was on steam, and was using direct payment (no reserve). For the workshop items, the best would be that we put some money in reserve, if not, use the steam page to put the money in reserve to buy the workshop item. Since it kind of complicating things a little, it would be preferable to have a DLC (Since it come from Leadwerks). I'm still interested by other characters if you can provide them... Saw that you have him ready with AI set. That is really nice.
  25. Hi, At first to have leadwerk running with Vulkan, I assume that Josh will have to translate what he have from OpenGL to Vulkan. So it might be a little slower than openGL, but then he could check how to use the new options he have from Vulkan as multithreaded rendering. Can check here that is taking less CPU: Apple will use its METAL api, for their product. Too bad for them. At least they still support openGL
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