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Josh

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Posts posted by Josh

  1. Yeah, I know how to do that, but it doesn't seem to me that terrain layers take mat files but tex files instead. If I select a mat file for the terrain nothing shows up for me. Just wondering if that's normal?

    That's correct.
  2. The problem is it took too long to calculate the navmesh for a terrain if the whole thing was run in the background. In the future, a combination of static and dynamic navmesh geometry will be used.

  3. Basically, here's what's going on:

     

    In the OpenGL 2 renderer, each entity can be lit by up to four lights. In the editor, each brush is a separate entity, and dynamic lighting works as you would expect. When the map is loaded in the engine, brush objects are collapsed into model geometry. This has the benefit of making rendering much faster. This is a very common idea in many FPS game engines, because BSP geometry is static, and there is no reason to keep invidividual objects when it's not being edited.

     

    Your scene is being collapsed into a few big chunks, which has the benefit of fast rendering. However, the four light rule still holds, and your lighting does not appear the same. It is recommended that you use lightmapped materials for BSP geometry, as these will appear the same in the editor and engine when the objects are collapsed.

     

    The OpenGL 4 renderer will use all dynamic lighting that always works the same in the editor and engine.

     

    This behavior must have been the same prior to the update, as it has been designed like this since the beginning.

     

    --EDIT--

     

    Unless your materials actually do use lightmaps. Since you did not provide them, I can't tell if that is the case.

  4. Thank you for the report.

     

    1. Project loading time is 5 - 6 minutes, debug struggles to run. (used to be instant before terrain update) Ok so this is solved if i remove a particular model, YET in the leadwerks 3 before terrain, this model loads in a scene instantly?

    Since you have not included the file in question there is nothing I can do to investigate this.

     

    2.Cant create new projects, when the project is created and i press ok to load it, it creashes with Exception_Acess_Violation.
    I believe this issue is fixed now in the Windows build. The Mac build will come later today. I believe this only occurred when a terrain was present in the map before switching projects.

     

    3.Canot open darkness awaits from, same issue as above: Exception_Acess_Violation

    It is likely this is the same problem as #2.

  5. Ok, understandable. Am i right in thinking the openGL 4 wont work on ios? Just thought this would be nice for IOS outdoor games.

     

    Andy

    OpenGL 4 is PC-only.

     

    At the moment, Leadwerks is still making the most sales in PC. However, mobile users have been increasing lately. It might be that it just takes more time to break into that market.

     

    I'd really like to make the December deadline, so that means staying focused on the essentials. We can always add enhancements down the road.

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