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reepblue

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Everything posted by reepblue

  1. My goal was to use propper but since it's a modified version of vbsp, it needs the Source Engine binaries to work and will not build a obj unless you have your textures as a vmt in a source project. It's a lot of work for a simple thing, but do-able. Here's propper's source code. Maybe some one here can make it a standalone app?
  2. Very Cool. I was thinking about UV map exporting to obj, and I think you can by exporting it as a vmf and using propper to convert it to an obj. I'll check it out tonight.
  3. Thanks, I'll give this a try. With my current setup, the local and global rotation values are different so I wanna see if your settings help with that.
  4. Just want to point out that you don't need to join the beta branch to get the updated VC redistributable.
  5. This class is actually based off my beam script, but much simpler. This is written in C++, and all it does is stretch and orient the sprite to two points. You can use this class to make lasers like in Portal 2, simple elevator cables or physic ropes with a script. This just makes it so you don't have to do the setup and math each time. Since the beam is derived from the Sprite Class, everything when it comes to loading a material, releasing and such; that's inherited from the base entity/object class. All I really did was did the math in the Draw call.
  6. This was a quick test, and it worked first try. This is a Beam class derived from the Sprite class. All the beam really is is a sprite that streaches from one point to another. Use Josh's tolua++ generator to expose it. The only way to create a beam is with something like this: Script.EndPoint = nil --Entity function Script:Start() self.beam = Beam:Create() self.beam:SetStartPoint(self.entity) self.beam:SetEndPoint(self.EndPoint) self.beam:SetMaterial(self.entity:GetMaterial()) end le_beam_class.zip
  7. My friend uses it for texturing. I recall him telling me that the newer version(s) allow AO baking and such so it's still handy.
  8. It seems that the lighting performance update while is really great in game, has a major draw back in the editor. If you have lighting quality on medium or low and add a static prop, then delete or change it's shadow mode, you'll see the prop's shadow remains until you force a new lighting calculation by hiding/un-hiding the light, or changing the light setting in the editor's properties. Again, everything is working as expected, it's just odd to not have auto updating in the editor with static shadows. Maybe make it so that it uses the older update method if the engine is in the editor?
  9. I agree. The Scene Tree is just a mess and I actually don't like using it when I have to parent 2 entities together when the list is really long. I might also suggest a Parent drop down in the General tab that'll auto adjust it's position in the scene tree.
  10. I noticed that in newly created projects, C+11 isn't ticked for Code::Blocks.
  11. if it's 0.05 seconds long, I don't think it'll will not kill you to leave it as a wav.
  12. As long as the stock code after creating a new project is still set up to run the main script, I'm fine with the App Class going. Like Evar, I usually delete it anyway,
  13. Yeah the editor hit's it's wall when/if the user decides they wants to use C++ for their entire game.
  14. reepblue

    Common Bottlenecks

    I only use it because I'm used to applying nodraw in Source which was also something you didn't need to do since 2006 or so.
  15. it has been replaced with self.entity:PlayAnimation. http://www.leadwerks.com/werkspace/page/api-reference/_/entity/entityplayanimation-r918 you can find the Animation Manager Script here. https://github.com/reepblue/DarknessAwaits/blob/master/Darkness%20Awaits/Scripts/AnimationManager.lua
  16. Here. Josh saw it, so I think it's fixed/will be fixed in 4.3. http://www.leadwerks.com/werkspace/topic/15487-issues-in-visual-studio-projects-and-the-fixes/
  17. Ok, did some testing around. The issue is related to brushes. Materials that are Caulk, or in Editor Blend Mode or Selected brushes/faces will build in the probe reflection With models, this isn't the case and everything works as expected. So pretty much, it a brush issue.
  18. Interested to see. I know a lot of the Steam Community is sick of Early Access Titles. Maybe GameJolt and Itch.io are where more early adopters are? Anyway, the Vectronic Demo has 1,682 current subscribers, and 1,819 overall on the workshop.
  19. Hmm, seem to be having issues when you exit the launcher, Steam still says it's running, other than that great to see. Just tried VecDemo, never went below 100fps, averaging 130~ on my system and ultra wide screen res. Also don't forget the Editor Only Blend Mode being built in probe reflections. . :B
  20. Sometimes in Vsync, my framerate caps to 30 randomly. It's not a Leadwerks thing, as I experienced it in older Source Engine games too. Been like that since I got my 750. I'll try this artificial syncing too... But overall, 4.3 is turning out to be one of my favorite updates so far. Ogg support and perf improvements is what I've been waiting for the longest.
  21. This report makes me very happy. Glad to see improvements. might give this update a look. Also, the current Vectronic Demo on the game launcher has less point lights and smaller spotlight cones which may have contributed to the performance increase as well, but I saw very little improvement with 4.2.
  22. I just played the Game Launcher through my Steam Link and Steam Controller and it was very cool! However, when I was done, I could not exit the app from my TV, so I had to go to my PC to force close it that way. Not sure if it's the same way on SteamOS or not. This was all through Big Picture Mode.
  23. If you change it to 480, it will call the Spacewar app which is a test app that all accounts have access too.
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