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digman

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Posts posted by digman

  1. No Manage blogs under my user name that I can find. Yes that would be a better area to post this kind of stuff... Maybe you need to be here awhile before you use a blog... Sometimes that is the case to avoid being spammed...

  2. Ubuntu 12.04 64 bit... Standard 3.1 (non-steam)...

    Now I am not having the same problems as Guppy, which does not mean he is not having problems.

    Since the update everything appears to be function normally on my system.

     

    The scrolling problem with the middle mouse wheel was reported earlier and yes that is still the same. Josh said it was disabled but it still is not completed disabled.

  3. I thought I make a thread where I will put things I am learning about the Leadwerks engine for art assets.

     

    This is just a test on using the displacement and normal map shaders together on a higher polygon model...

    Too many polygons for a game. The man bust is 22,000 quads polygons of course triangulated by the game engine.

     

    I'm going to retopo him to more of a game level amount of polygons and then compare the difference...

    post-11675-0-83302800-1397319275_thumb.jpg

    • Upvote 5
  4. Newest Linux update Standard (non-steam) 3.1, Ubuntu 12.04 64 bit.

    On my system all keys work accept for the "+" for zooming back in...

    The middle mouse when clicked and held both pans and zooms at the same time which is not the expected behavior. It should just be panning

     

    Zoom in and out from the top menu icons work as well...

  5. Doing some more forum checking, I came across these two threads on setting a light quality in the App.lua script. This really did help the rendering distance (extra stages) for the directional lighting when running the map. The rendering distance now is good for what I need and it also fixed some light bleed issues inside of some model hallways. My walls are plenty thick...LOL so no worries there..

     

    Cascaded Shadow Maps, I have been reading about today, very interesting..

     

    I added the below to the App.lua script.

    self.world:SetLightQuality(2)

     

     

    I will give both threads, You as a user read them and decide if you want to use the two settings possible as Josh made a few comments about their use.

     

    http://www.leadwerks.com/werkspace/topic/9061-incorrect-lightning-shadowing/

    http://www.leadwerks.com/werkspace/topic/9266-light-bleed-at-csg-intersections/

    • Upvote 2
  6. Josh, thanks for the quick reply..

     

    Increasing the light quality helped a little though the effect is still there. It's just good to know how the directional light works...

     

    I will use the spot light by changing the settings under the light tab to be more like a sun which I have done in other software... biggrin.png

  7. I putting this here as I do not know if this is a bug or I am just missing something or is the shadow rendering distance hard coded?

     

    When I put a appox. 35 meter (appox 115 feet) brush wall in the engine.The shadow for the wall only goes a certain distance and does not traverse the whole length of the wall...

     

    My setup

    New Map.

    Two brush objects, one for the floor, one for the wall.

    appox length of the wall and floor 35 meters...

    default directional light moved to create the shadow. ( static and dynamic)

     

    I place the fps player at the 30 meter mark on the floor using the grid. Run the map and the wall shadow is not rendered to the end of the wall. As I walk backwards it continues and more of the wall shadow disappears.

     

    Question, am I missing something here, maybe something added to the lua script?, The FPS player script?

     

    Under the light tab, range as no effect, infinite has no effect under the appearance tab... Scale has no effect...

     

    Linux 3.1 Standard, Ubuntu 12.04 LTS, 64 bit.

     

    Any help here, I would be thankful for or if it is a bug this post can be moved there by the Admin.

  8. The most simple way that I found to quickly get a skybox.

    Create four separate brush cubes enclosing the scene.

    Apply the skybox material to each cube.The cubes can overlap each other, no seams show.

    I am using the word cube here in a generic fashion, The cubes can be rectangular as well. They do not need to be the same in height and width. You just need to enclose your scene by overlapping the brushes (cubes)

     

    Assets /Materials / Sky / skybox_texture.mat

    The skybox_texture.mat uses the sky.shader.

     

    I would imagine there are better ways with manual scripting or the postprocess shader that appears to be coming down the pipe but the above is so much better than black.

  9. Does anyone have this problem with Ubuntu 12.04?

     

    No corruption of that sort as shown in Guppy's image using 3.1 standard in Ubuntu 12.04 but still here is the problem I encountered when I tested holding down the left mouse button and using the scroll bars.

    When Scrolling the ""objects, assets, scene, terrain tabs also appear and disappear in the assets windows pane. The normal tabs stay where they are but you get this ghosting effect of the tabs appearing/disappearing as stated above in the assets window pane. Can not take a screen cap, happens to fast. Once you stop scrolling the effect goes away.

     

    Map tested on: 07-AI and Events.map

     

    EDIT: I corrected some information it was the object, assets, scene and terrain tabs not the other ones...

  10. I confirm this bug as well. I noticed it the other day but too busy to report the bug. It is 2:30am now but I will be back tomorrow with the steps you take to reproduce this bug... When it does happen you have to use the System Monitor to kill the Leadwerks process...

     

    EDIT: I lied here are the steps now.

    Version Leadwerks 3.1 Standard, Ubuntu 12.04 Linux 64 bit,

    1. Open up Leadwerks.

    2. Create a new scene.

    3. Use a brush to draw out a floor.

    4. Under the Prefab heading choose the FPSPlayer and place in scene on the floor.

    5. Deselect the player.

    6.Switch to the Scene tab and then select the Appearance tab.

    Now select " Player under "the main Root heading" "Do not have the player preselected"

    Bingo::: you get the dialog box that pops up but can not close and locks up Leadwerks...

    Use System Monitor to kill the Leadwerks process...

     

    I had to lock up Leadwerks 3 times to make sure I got all the steps right. ouch... LOL...

  11. EDIT: The information below is incorrect. YouGroove was so kind and made a quick tutorial here in his relpy post.

     

    I been studying this myself, If appears that you need the source SDK using the Phygen tool to create a collision object based off your model. A ply file is automatically created upon import for you when using the SDK version but the Phygen Tool can give you more control.

     

    In the 3.1 standard version when you right click on a imported model or an included model under the scene tab "save as shape" is greyed out. Only non - compound rectanguluar shape brushes can be saved as a phy file.

     

    I am very new to using the Standard 3.1 version so if I am incorrect please correct my information...

     

    http://www.leadwerks.com/werkspace/page/Documentation/le2/_/user-guide/models2/phy-files-r501

  12. Hiya..

    Yes, I did indeed...

    The installer worked very well and was painless... I just had to select the right Leadwerks, not the Leadwerks.exe once done.

     

    I made a link to run Leadwerks and put it on my Classic Grome desktop, not unity and so far it works well.

    Thanks for that, as I am not a fan of the Unity desktop.

     

    Now to get ScrotieFlapWack to get me show me around the block inside Leadwerks

     

    Ran the AI and events maps, no problems to report.

     

    When encountering any problems I will post them in the bug report section if they seem a true bug and not a user error.

     

    To Josh:

    Everthing worked as expected.

    Ran install.sh to install the dependencies.

    Ran LeadwerksUpdater.

    Created a link to run Leadwerks from my Grome desktop.

    Done.

    Edit: Using Ubuntu 12.04 LTS

  13. I am running the demo under wine using Linux... Yes I know the brushes are going to be updated in the version 3 series and be better than 3dws. They are I'm pretty sure not in the current release as Josh in his post that I read said he was working on getting Linux out the door. Even if I fork over 50 bucks, I really don't mind as it will take it's place in the my harddrive's lost world of software if not needed. Heck, I still got my first 3D paint program lurking about. Tattoo3D...

     

    Thanks for your input...

  14. In my forum searches, I found that Josh has plans on adding more advanced features to the Brushes closer to his other software 3D World Studio which appears no longer in active development.

     

    Josh stated that he has ported it over to his version 3 series of Leadwerks and 3D World Studio had it's day.

     

    Currently 3D World Studio has few more advanced features than the brushes in Leadwerks so would it be good to purchase the program until the editor becomes more advanced in 3.1 ( Your opinion here)

     

    ""3D World Studio Version 5.6 fixes a registration problem, and features better integration with Leadwerks Engine, with a GMF model exporter.""

     

    Now the GMF to Mdl converter has been removed in the version 3 series of Leadwerks.

     

    I found that in my fourm search that you can just rename the GMF extension to the Mdl extension and that works for Leadwerks. Is that still true for version 3.1

     

    Fire away with your advice and or opinions...

  15. I sent this tutorial to you in e-mail but posting the video link here as well. The tutorial is using Max smoothing groups but it looks like Leadwerks uses something very similar. I will know more when I get the engine in a few days...

    The video is short and to point but very informative on basic understanding and using smoothing groups...

     

    • Upvote 1
  16. The Standard verison 3.1 ($199) has both c++ and lua...

    "C++ and Lua work together in one application.*"

    "*Requires Leadwerks standard edition"

    http://www.leadwerks.com/werkspace/page/features?showbanner=0

     

    Steam indie version 3.1 ($99) does not have c++

     

    You can now get a steam key for the standard version 3.1 other than the regular way but you have to choose the steam key or regular.

    Read this thread to understand the offer.

    http://www.leadwerks.com/werkspace/topic/9215-version-31-delivery-plans-with-steam-key-option/

  17. Yes, a DLC will be available on Steam soon.

     

    For now I ask that you pick one or the other. Either way, you can install Leadwerks on a Windows and Linux machine simultaneously.

     

    Thanks for the information. I will stick with a non-steam version. Later if I need it then I will just buy another license for the additional Steam features to stay in the loop, I will make Windows 8 suck it up and install steam but keep my Linux baby to myself... wink.png

    • Upvote 1
  18. Guppy, then you the linux man!! biggrin.png

    Aggror, I think you are correct though it never hurts for me to learn more about Linux...

     

    I really should take the time to learn my way around the terminal like when I learned dos back in the day but I rather go 3d sculpt, 2d paint or listen to music today...

     

    I got the game engine so I can put game assets into the engine for testing and also for just creating scenes with models. It just darn fun to walk around a 3D sculpture and scenes you created instead of static renders...

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