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Christian Clavet

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Everything posted by Christian Clavet

  1. Removing the geometry could create problems with your model. Since it's a character, it must have been skinned, removing the geometry without ajusting the skinning would surely cause lot of problem when you animate the character back. If you want to definitively remove the Blouse from the model, you will have to get the model back in a editing application, remove the sub-mesh (BlouseA), reskin the model or adjust the skinning and then finally export back. The simplest approach, would be to define and apply a specific material for BlouseA and make it full transparent. The geometry will still be there but it would be invisible.
  2. Hi, I've used my credit card on the 11th of January to pre-order. But I don't have that message and everything seem ok. Did you pay the balance of your Paypal account? Perhaps this is a problem with Paypal itself, have you contacted them?
  3. Unity added very-recently another sub-system to help in character animations. They name it "mecanim". I'm following a project that does something like similar to that and is open source (LPGL licence, but said they can negotiate some special licenses). Their project name is named Smart Body and is aimed at improving character animations (automatic, rigging, skinning, etc) With this, users would only have to model their characters and share animations. The system would retarget the animations to the body shape and do the rigging and skinning automatically. From what I've seen from some videos, they can even lip sync from using text files and make characters talk! This could be really interesting to have (in the long term) a tool like this integrated with Leadwerks. You can check their video gallery if you were not aware of their project.
  4. How are generated the Phy files? Can we create our own collision models? (Was doing them manually at the time for the Source Engine)
  5. Ha! Ha! Never saw the date! Sorry guys! Only saw that it was a "new" topic and that there was a vote on it. So the guy who posted it has 19th years old now!
  6. Before thinking of doing a MMO, you have to evaluate the hardware requirement: The more users you have on the "servers" (Yes, you will need servers for this), the more servers and bandwidth you will need. Going into a MMO require a lot of budget and resources on the hardware side. Never seen a MMO game being hosted from a garage using a home connection. 1 - Start by creating a multiplayer game (LAN) first, then try to support more users in a single game. For a single PC, 16 players at the same time is possible if the bandwidth is sufficient to support them. 2- If your going "public" you'll need to check how to get some "ports" (your host) open and do some "NAT" translations to get behind routers. 3- If your still want to go to the full MMO, game you will have to run the game over multiple hosts, and that the servers does "load balancing". Really not an easy task.
  7. Hi, You could perhaps still use the controller, but it will need to control a bone and not the object. Take your object, and put a bone in the middle and skin it 100% strenght (rigid) to the model. Then use your controller and control that bone, visually your should have the same effect and since the bone is skinned to the model, it should work when you export it in FBX.
  8. I think you will need a material shader to do this.
  9. Cool, too bad I don't have Leadwerks 3.1 yet. Will be fun to be able create CSG levels again! (Done tons of levels (Source/Hammer) while I was learning level design at Ubisoft Campus in Montreal) Anyway, I'm currently too busy right now. Working on 2 open source projects (One as modeler "Space Combat" - Modeling ships, another one as the main developer in C++ "IRR RPG BUILDER" - A little 3D RPG maker) It would be really interesting to follow your progress!
  10. @legobrainiac If it's openGL 4.0+ you should be ok. So 4.2 is good. @apolomoon I've checked on the NVidia site and It support only OpenGL 2.1. Too old for lots of new games. You should consider getting a more recent more if you're serious about developing games.
  11. I (think ) I understand two things about Quaternions : - They don't suffer gimbal lock like it happen with euler angles - It work based on an offset angle. From what I understand of doing a rotation using euler angles will require 3 mathematical operations (rotateX then, RotateY then finally RotateZ), while a Quaternion rotation is done from a single pass. (directional vector (x,y,z), offset) If you are using euler angle rotations and and if you are only manipulating 2 axes won't really cause gimbal lock. It's only when you are rotating using the 3 axes that it will happen. So it will mostly happen if you really need to rotate something on 3 axis (airplanes, spaceships, etc) Do we have functions to convert a euler angle to a quat and the reverse? Still trying to figure out how they work, it would be really usefull to move spaceships (rotating all angles) or rotating something with the mouse so it doesn't gimbal lock. EDIT: Just seen that, thanks Josh!
  12. You mean be able to access the geometry of the generated navmesh and edit vertice informations from Lua or C++? By navigate what are you meaning? Setting manually a destination point by specifying a vertice?
  13. Humm.. It should logically be selected in the list when you select it with the mouse. It does not? (I don't have LE yet, so I don't know the details yet) If it's not there yet, it would be interesting and practical to have a "filter" list for VIS groups. I used this extensively with Hammer. You select entities, and assign them a VIS name. Then in the filter list, you can see all the items, or select only the specified name. Was really useful when building really big level, so I could separate in the list by regions of the map. Here is a tutorial about the and how it's used inside Hammer. If LE editor doe not have anything similar I would really like to have something like this.
  14. Hi, I was checking (again) the Leadwerks page from the Steam store, and remarked this details: "... File paths cannot contain Cyrilic characters" So the engine, cannot parse theses type of characters ex: french is using theses "éèçë" in a file paths. So does it also mean that the managing of strings is on a byte basis? It might not handle theses characters in strings inside the engine? Would be nice to have a UTF-8 string class that could handle more types of character to create multi languages games. For now, since the GUI features are at minimum I could perhaps get the display context and use Irrlicht to draw the strings in that context (was using this before pre-ordering Leadwerks) or use a GUI lib. For english only games, this would not matter at all since all the english characters are represented in the basic "ascii" table. But the LUA features that Leadwerk have seem so good, that I would have to do some kind of hack to store my strings in a LUA script (I was thinking to create dialogs/subtitles in multiple language simply by using LUA.) That's not really a problem right now, since I need to give you the time to let you complete 3.1, learn Leadwerks and produce some prototypes to know how to get around. Perhaps, after 3.1 if you would like to have Multilingual support for improved GUI... Being able to store in widestring format would also help if we use a external GUI.
  15. Hi, checked on Google about your kernel32.dll errors: Kernel.dll errors are caused by situations that lead to the removal or corruption of the kernelDLL file. In some cases, kernel.dll errors could indicate a registry problem, a virus or malware issue or even a hardware failure. So please check this PC. You will surely have lots of issues with it, not just Leadwerk giving errors. I would also check the memory since you have only 3Gb which is low for Vista. Some errors related to kernel32.dll issues are also to memory assignation errors. I checked your card on the NVidia web site, it support DirectX 11.0 and opengl 4.4 with the latest driver.
  16. Out of curiosity, can you test with and without SLI enabled?
  17. HI, This would be interesting to have more details about your problem. What are the Exceptions cause? How are you sure it's being caused by LUA? Do you know what in the LUA code would do that? Is this happening at startup? (Seem from your report) Is this happening at runtime (when you are inside the editor and doing something)? Is this happening when you "playtest" your scene? How were you able to "fix" the problem and make it work again? Can you reproduce the problem easily? What are the steps?
  18. Wow! This is nice. Using what you've done with a tiled system that does stiching would almost allow for planet rendering!
  19. I will really have to try this out. Some friend are using this and I've heard that this tool is incredible when doing retopology.
  20. HI! LOD for me would only do 2 tests to change the model: - Is the model into view? ("Frustum culling", should be done automatically by the engine, just wonder if there a way to see if the entity was "culled") |--> Get the distance of the model from the camera and replace the model with the correct version. (For LOD to work correctly with this you need to have multiple polycount version of the same model). There is poly reduction algorithm that I saw could be used to reduce dynamically the model, but would need to be done before you start the level because using it, recalculate the model with less geometry and is CPU intensive. (I prefer to do it manually in MAX) As for Tessellation, this is only great if you intend to see the model REAL close, if the model is done right, and the camera is at a proper distance it won't make a difference visually. It would only matter when the camera is really close to the model. As for LOD; the only thing that could complicate things would be on animated models. (perhaps do a test there to see if the entity is animated), if you had an animated model you would have to "sync" the animation when you change the model. This could even get worse if you are doing this on a RAGDOLL... (Sync the physic animation of the bones to another model and resume) For a basic LOD, I really don't think doing this in a separate thread would accelerate things that much... (2 simple tests)
  21. Hi, Looking at the post, look like there something the shader compiler doesn't like in line 28 of the "sprite.shader". Intel syntax is really strict. From the terms used to assign names to the shaders, the application will work correctly but you could see some rendering issues if you use sprites. (This is perhaps not true, that's only what I understand and deduce from the output there.) How are theses shaders are used by the editor in the engine? I see lots of them. This is really interesting! Still trying to understand how a deferred renderer works...
  22. Hi! I really would like that Leadwerk editor would have a way to export selected brushes. I asked and got answer that it's not there. This is really useful (used this with Hammer and was in my workflow), as you can design a level (mostly for the collisions) using brushes, then select them and export (DXF/OBJ at the time) then import it in model edition program (3DS MAX, Blender, Maya, etc) so an artist can use the geometry as a reference to build a detailed model of the environment. Without this, there a way, but we have to build the level inside the mesh edition program, then assemble the parts in LE and do the collision model using brushes (so it's the reverse way). Starting in Leadwerk editor first, give us (level designers) the advantage of testing the gameplay first, then when it's working, let the artist make it pretty. For this I don't think at all exporting models would be required. All is needed is the brushes geometry, exporting in .OBJ would be enough (no need for animations, since what is required is a reference of the level environment)
  23. Wow! Cool! Can`t wait to get my hands on this! Thanks for the information about doing this!
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