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Icing on the Cake

I recently made two small improvements that make the editor much more fun to work with.   A shader consists of two pages of code, for the vertex and fragment programs. I originally designed the shader editor to use tabs to divide up the two code chunks. However, this meant the shader editor could have only one shader open at a time. This made copying and pasting from one shader to another rather tedious.   To improve this, I merged the shader and script editors into a single window. Mult

Josh

Josh

Terrain Test

I borrowed Shadmar's terrain splatting shader. This is the result after fiddling around with it for a few minutes in Leadwerks 3. (No normal mapping yet, but that's easy to add.)   Physics can be added by generating a physics shape from the terrain model. It doesn't allow heightmap editing in the editor, but I think this will serve as a good solution until our super uber mega streaming terrain system is built.   Thanks to Shadmar for the assets.   Klepto is also looking into a few OpenG

Josh

Josh

Level Construction Set Part 2: Level Editor WIP

I've been working on this level editor for my game to go with the level construction set idea I chose to adopt for my level management. The below video is a Vlog showing my progress with the editor.   The idea behind the editor is to reduce the rather impossible grunt work known as filling in a database line by line with data to create a data. I make the level in the editor and all that information gets saved and it writes those lines for me.   Current Major Features Include: - Loading Leve

Road Kill Kenny

Road Kill Kenny

First UV Unwrap from my character model

Hei ya I made this new blog to entry some news for my game.So the last weeks I started to plan the whole game with a great idea ( I think ).   Some days ago I made a new character model ( just the low poly for now ) and started to unwrap the model.   Now I have the face and would like to show it to you.       Edit:     Today I made the basic clothtexture for the human.I looks a little bit dirty and I think I have to make more details because it's a little bit boring.But don't forget

ParaToxic

ParaToxic

Leadwerks 3 on Windows 8

I picked up an Intel SSD for fairly cheap and installed the Windows 8 Release Preview on it. With this configuration boots up in about 5 seconds. I actually spend a lot longer waiting for BIOS to finish than for Windows to start, which is fantastic.   Anyways, it makes sense to me to take screenshots for the docs from the newest version of Windows 8 since Windows is still the dominant operating system. I couldn't find a driver for my ATI 3850, so I swapped it out for a GEForce 480. Here's

Josh

Josh

Visual Studio

I experienced some problems this week when I tried to create an executable with Visual Studio 2008 for deployment. On Windows 7 test machines I would get this error:   I finally tracked the solution down to a Visual Studio project setting. In Project Settings > Configuration Properties > C/C++ > Code Generation there is a property called "Runtime Library". By default it is set to rely on external DLLs. Change these values to non-DLL settings (like MT or MTd) and they will include

Josh

Josh

The slender rebuild - An easy project?

Okay, so last night I got a burst of inspiration after seeing a horror movie. I wanted to use that energy to create a simple horror game. Recently I played Slender and I was surprised to see how 'easy to create' it seemed. Ofcourse that is easier said than done. So lets get to work   Rebuild for Leadwerks So how hard can it be right? Within 2 hours I had a nice little start. You jump over a fence and thats were the fun begins. I have added a temporary ending to set the mood a little.   Leve

AggrorJorn

AggrorJorn

Level Building: Lego Construction Set

Hi All,   Currently I am working on making my level building in my game much more diverse and easy. Formerly I was having to create custom models for each room in the game. This worked but was hardly efficient, very time consuming and did not leave much hope for the end user to create and share levels either.   So I set off to kill two birds with one stone: Make a level building system & editor to streamline level creation in my game Make the editor easy to use to open up the possib

Road Kill Kenny

Road Kill Kenny

Editor Enhancements

I've always believed strongly that a native UI presents a cleaner, more consistent, and more beautiful interface for the user to interact with. Not only do they look better, but they present less of a learning curve because the user already knows how to interact with them. When applications move beyond competing to see who can make a better home-made button, they can focus on greater underlying functionality and stop wasting time reinventing the wheel that the operating system already provides

Josh

Josh

LE3 pre terrain possibility using Bryce7 and splatting

I thought of trying out Bryce7 for creating terrains in LE3 since we don't get the chunked-lod terrain we have in LE2 to go at first.   So here is my initial tests using a custom splat shader for RGB only. Bryce has an very advanced material generator so I think RGBA (4) or 2xRGBA (8) is within reach too (haven't tested yet)   Anyway here is my first try exported an 32k vertex mesh (fbx) from Bryce7 (it's not LE terrain, just a mesh)   Bryce7 is still free over at DAZ. (so go grab it)  

shadmar

shadmar

Terrain Errosion Blending Technique

using UDK terrains as inspiration i wanted to try and get the same effect within leadwerks.   UDK's terrains can look extreamly nice, but that is fine when you have support for megatextures. This mean you have terrain building software such as world machine and others that offer features for creating massive mega textures which not only means you get unlimted layers as such, you get full procedral weathering effects, errosions, rocks etc and of course a mega normal map to make the whole terra

Andy Gilbert

Andy Gilbert

Rocky Scene

After finished another larger rock i decided to put a few into a scene to see how they go.   In the scene are only 3 different rocks! They all rotate and scale to create a nice non repetative scene.   All very low-poly, the newer larger rock in the back are 500 tris where as the other 2 type are 200 tris each.     Also Played with this little scene a bit more.. Thanks Andy

Andy Gilbert

Andy Gilbert

And more rocks...

Just to keep adding to the collection this is another rock, that is rotated and scaled to give the effect of multiple rocks. This one is like my others only 200 tri's.  

Andy Gilbert

Andy Gilbert

Framework, Update

I just finished uploading the framework so that some friends can help out with the content and scene. I already have the overall theme and game put together, I just have to make them, and in this case get help with converting models, creating materials, and so forth.   The framework is going extremely well. I've been working on it more than I should be to be honest but I did spend most of the day on the important matters. Plus it's Sunday for crying out loud. Anyways, I've changed several thin

Paul Thomas

Paul Thomas

More Rocks (or Rock..) 200 tris!

Hi, just showing this is more of what im trying to achive in regards to "usage".   This bundle is made up of the same rock, i have made 3 sizes of, each share the same mat and textures, and rotated and places correctly means you can simply make a nice bundle without to much repetition.   And the good thing about this rock is its 200 tris!!       And here is a very quick scene put together using these rocks, at 200 tris i could have 100's of them! Thanks Andy

Andy Gilbert

Andy Gilbert

Natural Looking Terrains

As well as enironment models, they need some nice terrain to be places upon. This is another part of the pipeline that I belive can make or break a scene. Getting natural looking terrains can be difficult but there are some excellent tools out there to help us.   One I use in world machine, once you get your head around the software its really good. Most of the time I make make a hightmap else where and use world machine to refine and add weather effects.   Another one i have used alot is we

Andy Gilbert

Andy Gilbert

Rocks, Stone and Walls

HI, instead of me filling the forum showcase with images i have decided to start a blog with my work.   My aim is to develop so "good natural" looking models for outdoor scenes using standard or low cost software. It seems that its taken me along time to get to a point where i feel im on the right lines with the high-low game asset pipeline, im to some this comes very easy but for me who doesnt have to much time to learn, try and buy the software to do it ive had some fustrating times!   But

Andy Gilbert

Andy Gilbert

Timers, Cameras

Actors are now in place and working correctly. I actually made a small mistake yesterday and made meshes part of the actor. This incorrect because a mesh should extend an object and be it's own actor type (i.e. class EMesh : public EActor{};). This is fixed and therefore the actor creation has slightly changed, but the shortcut (EActor::Add("ActorName", "mesh.gmf")) still works as expected.   Timer I need to start adding actors so there are multiple in-game types of entities. First, I need a

Paul Thomas

Paul Thomas

AI: A New Frontier

AI is something that I haven't really touched, hence the 'new frontier' title. However, overtime time learning how to program games and learning about useful techniques such as finite state machines, it did not worry me very much and I had a good idea of how I wanted it to work.   There are three major things that I wanted when conceptually designing my AI system and they were: Diversity of AI Data Driven AI Modular AI Observe the below diagram. Simple enough. It depicts a turret

Road Kill Kenny

Road Kill Kenny

The Deer and Teapot

As the summer heat begins to taper off, testing on the new engine has taken the driver seat. My first task when transitioning from particles to QA was something along the lines of "Make a scene with a character and an enemy, then make the character be animated and have the enemy chase the character"   One rectangle primitive, one camera, two character controllers, two models, and 5 Lua scripts later I sat in front of a completed task:     I sat at my desk, looked around, then decided to

Chris Vossen

Chris Vossen

And, Hello

There are several here who already know me, but for those who don't, my name is Paul Thomas. I've been programming for a long time now; I started when I was 16 (I'm now 30) with HTML, CSS, Javascript, and CGI/Perl. Hell back then there wasn't a lot of people who even used the internet at home, lol. At least in my area, I'm sure others, especially in California, were a lot further ahead at that time in terms of technology and the interest in the technology.   Through the years I've learned mult

Paul Thomas

Paul Thomas

Hangout with Leadwerks Software

The Leadwerks team will be hosting our next Google Hangout on Sunday, September 16, at 17:00 GMT (that's 10:00 AM in California). Aggror will talk about his experience leading the Leadwerks Community Project, and we'll provide a sneak peak at the new Leadwerks game engine.   Follow us on our Google+ page before Sunday and check back to join the Hangout. We're limited to ten participants, so first come, first serve. See you then!

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