I think of the Leadwerks community as a big loosely affiliated collaborative game studio. I see people working together to add value in different ways. Some are dedicated to a single project, and others bounce around and participate in different projects. I like that everyone can just find what they like doing best and provide value in that way.
Voluntary collaboration, without being too restrictive, allows us to achieve economies of scale, while diversifying risk. Basically that means i
Since I am working with the Blender import pipeline and also getting artists onboard the Steam Workshop, it makes sense to work out any little details in the art pipeline that can be improved. One of these is the texture import process.
Leadwerks 3.0 was designed to function across PC and mobile, and one of the compromises that had to be made was texture compression. There is no universally supported texture compression format on mobile, while the PC has several variations of DXT compressi
I will write various articles as we progress through the making of Phobia.
Our team Dave, Rick, Rose and myself are like the Leadwerks promo states "turning players into game makers". In the end hopefully some things we learn you can use as well.
As Josh said marketing is considered before one line of code is written so it is with modelling, UV set creation and texture \ normal map workflows.
My first job as I saw it when I joined the Phobia team was to establish a modelling and tex
The lean startup methodology posits that life is to short to build a product no one wants. The old way of doing business involved a limited number of companies with very high barriers to entry adopting a "push" strategy. Sears could effectively create demand for a product by choosing what they wanted to feature prominently in their mail-order catalog. Television advertisers could craft a promotional strategy that would reliably result in a certain response. Those days are over, fortunately,
We are proud to announce a version of noesisGUI compatible with Leadwerks 3.1.
In the last weeks we have been working very hard to provide an integration of our GUI framework into Leadwerks. The result of this work if the following layer (still in beta phase):
https://github.com/FourthQuarter/NoesisLeadwerksWrapper
Kudos for Bryan for helping us a lot with this integration!
EARLIER ADOPTERS SALE!
40% discount over regular prices until 16th May.
With this discount, the Indie Li
I'm happy to say I nailed the design of the Leadwerks 3 workflow overall, but there are a couple of places where there's still some friction. Because the community is going to soon be moving a lot of content into the Steam Workshop, now is a good time to take a look at those issues. It's also smart to address them before the Blender exporter is written.
A new update has been pushed out to the beta branch on Steam that contains a lot of improvements in this area. However, both the map and
There are many way to make modular stuff.
I just expose a simple basic one in Blender, it just covers modeling and preparing for FBX export.
Mirror on Y the object
Align to grid to be sure it is aligned on red axis with the other
For the UV part :
Just download the Blender file before the merging , make UV seams on one half modul
This isn't really a fancy PR post that's been carefully thought out, more just a quick update of what I've been doing.
A third party firm was contracted to provide a Debian package for Leadwerks. We tried to do it in-house, but were unsuccessful. I expect it to go live next week, at which point I will have a final Kickstarter update and start the Linux push in earnest. I've been fairly quiet about it because I wanted to make sure things worked, and I was also waiting for the distribution
An easy way of making curved tubes or pipes for your 3D assets models or for your level.
Click images to Zoom
Some example of use :
Spice up 3D models
Or bring curved tubes to your level
I hope you enjoyed this tutorial
An update to the Linux build of the Leadwerks editor has been posted. This resolves a few UI issues:
The way the scene browser tree renders is changed to eliminate visual artifacts.
Some scroll bar behavior bugs are fixed.
The popup menu that appears when you right-click on an entity in the scene browser now contains an "Add to flow graph" menu item.
This odd UI bug is fixed.
Double-clicking on items in the scene or asset browser trees will collapse/expand that item if it has chi
Previously, I talked about my plan for Leadwerks for the next 6-12 months:
Leadwerks Editor
Adding new tools to make life easier.
Refining the workflow to eliminate any remaining"sticky" points.
Bug fixes, to make it a super slick and polished experience.
The Engine
New features in graphics, physics, networking, etc.
Performance optimization.
Improved compatibility across all OpenGL 4 hardware.
Third-Party Technologies
Blender, SteamOS, Steam Workshop, vir
Following the successful debut of Leadwerks Game Engine: Indie Edition on Steam, Leadwerks Software today announced the launch of Leadwerks Standard Edition. This DLC on Steam adds support for programming in modern C++11 with Microsoft’s Visual Studio 2013.
C++ is the game industry’s leading programming language, due in large part to its superior performance and flexibility. However, the language is sometimes considered to be too complicated for indie developers to take advantage of. Lead
Yeah, I know, the suspense was too much... :-) Who am I to torture you any longer? Here is the eagerly awaited next step in the tessellation pipeline - the evaluation shader.
After having defined the tessellation factors in the control shader, a fixed (non-programmable) tessellation stage takes over and creates all those little vertices and triangles for you. The result is then passed into the evaluation stage as patches whose size was defined in the control shader by the
layout (vert
3D Coat is awesome to make tileable texture so easy.
Let's start
Choose tile texturing and some 512*512 texture
Work with Top down camera view
Fill tool with a yellow color and a metal style (specular high value)
Now we will sculpt some crease line with low specular value to make some panels separation effect
We will draw another color metal with te pixel precise pen tool : no normal map progressive slope but direct pixel slope
We could keep tex
Hi all,
Although I have forums for RogSys where I typically post development updates, I thought I'd start a blog here that covers the Leadwerks-specific aspects of it. Maybe someone will find an odd bit of information here and there that might be useful. For this first entry I'll give you a bit of history on what brought me to Leadwerks, and how the first month of engine integration has gone. A casual warning: I'm typing on the fly and I don't have much edit time, so you'll excuse any fairly
Back when Leadwerks 2 was first launched, it was just a BlitzMax programming SDK, intended to be a modern replacement for Blitz3D. It turned out Blitz users generally did not want it, and instead the audience it attracted was C++ programmers who like graphics. A visual editor was introduced and it was made as good as possible for a product that started with the intention of just being a programming SDK.
Leadwerks 3.0 was launched with a strong emphasis on the tools that Leadwerks 2 lacked,
A quick overview of some other painting tools.
We will start with quick blocking colors and specular.
Different specular values to make some sort of different metal styles
For arms use some 20% specular
We will paint pants :
In texture window use the magic select tool
Invert selection :
You 'll see you will be able to paint on select texture area, even on 3D.
This is very usefull to freeze some texture zones you want to paint in Texture view or 3
This tutorials will show the basics of painting diffuse/normal/specular maps in 3D coat.
We will start with a new 3D character ( made in Sculptris also)
So let's start
Import model in 3D Coat for painting with basic color and baked normal map form 3D Coat :
Colors testing and blocking :
- select Layer color only
- uncheck Specular and normal map channels , we will paint full color only
As main character in TPS view i want to highlight the character from behind,
so fo
A quick overview of 3D coat Retopology with some tips also.
The goal is to retopology previous high poly model from Sculptris into a Low poly model in 3D coat :
Fisrt step is import obj model in 3D coat as Reference model, we will use the model below from sculptris.
Begin in symmetry mode to add a polygon to start :
Then use 3D coat quads to very quicly add quads over the model :
You will need to have a good toplogy so follow lops and edges
The goal si very
Sculptris is free and very powerfull.
I will show a complete character example, and will show main commands and some tips.
The theme is some futurist military cartoon character a little inspired by that :
Ok let's begin : )
Making the torso : Draw on the sphere to make the shape
ALT + Draw = draw holes
**** + Draw = smooth
Draw + Clay option = similar to Zbrush claytubes to draw planar stuff
Draw + Alt + Clay option = draw planar cavity
Next : Flatten + lock pla
Previously, I described the goals and philosophy that were guiding my design of our implementation of the Leadwerks Workshop on Steam. To review, the goals were:
1. Frictionless sharing of items within the community.
2. Protection of intellectual property rights.
3. Tracking of the chain-of-authorship and support for derivative works.
In this update I will talk more specifically about how our implementation meets these goals.
Our implementation of the Steam Workshop allows Leadwerks
Ladders, Some people like them, some people don't. I like them, but I don't like making them. I just spent 9 straight hours after work to get the semblance of a half working ladder. The challenges were mind boggling for my sleep addled brain.
I initially started a few days ago. I wanted ladders for the game I had planned. Specifically with functionality similar to Counterstrike: Source and Left 4 Dead. So being the lazy good dev I am, I went to Youtube to see how people using Unity were acco
After some crunch time at work and a bit of vacation it's about time to continue with my "me too" attempts at using tessellation. Before proceeding with my terrain implementation I'd first like to give a bit of information about the new tessellation functionality in OpenGL. Again, the usual disclaimer: I'm just learning that stuff as well, so this will be basic explanations.
Introduction
Together with the subsequent geometry shader, tessellation is one of the stages where vertices can be cr