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Posted

Hi guys, long time no post. ;)

 

Here's a screenshot of another architectural project modeled in blender and brought into LE.

house_01.jpg

 

A render of the house trying out blender's new render engine "cycles" is here:

http://telardigital.com/afecelis/cycles/cycles05.jpg

 

I'm also planning to update my video tutorials on "blender to LE workflow" so right now I'm testing everything out in blender 2.5, and using a different approach to convert the static models to .gmf. If everything goes fine I hope to start capturing the new tutorials next week. I'm also planning to cover some blender basics for LE users, like UV mapping.

 

cheers!

 

Alvaro

 

ps. separate screenshots here:

http://telardigital.com/afecelis/leadwerks/house_le01.jpg

http://telardigital.com/afecelis/leadwerks/house_le02.jpg

http://telardigital.com/afecelis/leadwerks/house_le03.jpg

http://telardigital.com/afecelis/leadwerks/house_le04.jpg

My signature was so outdated! I don't know if it's even relevant nowadays... :D

Posted

Ageed, looking cool afecelis

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

Posted

Thanks for the comments guys ;)

It's very cool to see that even when u drop by after some time, the good vibe from the community remains the same.

I'm also working on getting this building into LE:

le_building.jpg

But I'm having lots o problems with the polycount in the walls and the window frames. Right now I'm trying several workarounds to see what's best.(check screenie):

http://telardigital.com/afecelis/leadwerks/le_building_01.jpg

It should also be a good experience to share in the new tutorials ;)

 

cheers!

Alvaro

ps. Building test render:

http://telardigital.com/afecelis/leadwerks/revfinal_01.jpg

ps2. I also know that what I got to do is split the walls/frames into several sub-blocks and export them 1 at a time, I just got to organize my scene a bit better exportation-process-wise ;) Hopefully my next screenshot will have the issues solved.

My signature was so outdated! I don't know if it's even relevant nowadays... :D

Posted

Wow! That test render looks great.

Intel Core i5 2.66 GHz, Asus P7P55D, 8Gb DDR3 RAM, GTX460 1Gb DDR5, Windows 7 (x64), LE Editor, GMax, 3DWS, UU3D Pro, Texture Maker Pro, Shader Map Pro. Development language: C/C++

Posted

Thanks for the comments guys :)

About the bug, It's hard to tell cause I always export everything triangulated from blender, and besides that the gmf converter does its own conversion, so I don't know for sure what's causing it. It occurred a while ago with some models in my medieval map, and it seemed to be a problem of polycount, however, knowing how LE can swallow huge chunks of models it's hard to believe that can be a problem. Anyway, the way I fixed it that time was splitting the problematic mesh into smaller meshes and export them by separate. I'm about to try that approach right now so hopefully I'll be posting a new screenie with the complete building.

 

I also spent some time in the forums last night, like I hadn't done in a long time, and was able to put up again a nice scene loader thanks to MarleysGhost, Macklebee, and lots of other users sharing their wisdom ;) It;s great to have the forum for resources. I was able to load my scene both in VC++ and blitzmax with similar results, however, checking the LE3 forums, there seems to be no support for blitzmax in it anymore. Is it wise then to stick with C++ only?

 

cheers and thanks for commenting, I'll post a fraps video of the level soon.

 

regards,

 

Alvaro

ps. It;s also a shame to see many resources got lost in the way or lead to dead links. (i.e. the files for the c++tutorials inthe wiki)

like this link:

http://developer.leadwerks.com/Tutorials/CPP/Abstract_File_System_Files.zip

My signature was so outdated! I don't know if it's even relevant nowadays... :D

Posted

Thanks Richard,

 

You learn a lot from the community, today, after struggling the whole afternoon, I was finally able to load a skybox of my own:

skybox_ok.jpg

 

I followed this tut in youtube to generate the images in Bryce:

 

and the final part in this other LE tutorial:

http://www.leadwerks.com/wiki/index.php?title=Making_a_skybox_using_Terragen

where it explains how to generate the cubemap using Nvidia;s nvdxt.exe tool.

 

If someone's interested I can also capture a video tutorial on that :)

 

regards,

 

Alvaro

My signature was so outdated! I don't know if it's even relevant nowadays... :D

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