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The octree system was specially designed to handle large maps with high numbers of entities spread over a far range. You will encounter bottlenecks at some point, but it is generally designed to be scalable as long as you don't pack too much in one small area. Typically the constraint you need to keep an eye on is the number of point light shadows being rendered. Marking objects as "static" and "dynamic" and using double-buffered shadows can help optimize this.
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Shadmar has a bloom script post-effect. It would make all these kind of scenes look much better.
Another way would be a plane that faces the camera and uses a material with an additive blend.
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It runs the image data through a filter that doesn't pay attention to the whether the original image had an alpha channel. It doesn't really matter, since both get stored as RGBA in VRAM anyway.
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It converts the RGB color into a vector and normalizes it, to reduce errors. The bumpiness value can be used to add weight to the xy axes.
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It's a good suggestion. One step at a time.
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The default branch on Steam has been updated to the latest. See if this solves your problem.
If you still have an issue please upgrade your graphics drivers.
Leadwerks is quite strict about OpenGL errors, and constantly checks for them when in debug mode. I cannot produce this problem on any of my hardware. If it persists after updating your drivers, we can possibly add a command to suppress the error check, but that's not really satisfactory.
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If you just add those two values, it will produce the same result as '|' in C++.
The script flag is Map::LoadScripts:
http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/map/map-r489
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I think the correct syntax is math.sqrt(). When you use the ':' character you pass the table itself into the function as the first parameter, which can then be accessed with the self keyboard.
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Jed, can you confirm this?
-Files imported when they are being exported from another program can have errors.
-The same files, if saved while Leadwerks is not running, and then imported, work fine?
If you can confirm this, a simple solution might be to attempt to open the file with write permissions, and then wait if the file can't be opened.
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Please post the files I need to reproduce this problem.
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Incomplete report.
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It's working as intended. Visual Studio and every IDE I've ever seen do the same thing. If you compile the application, all modified files are automatically saved.
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A beta branch has been enabled in Steam. To access this, right-click on Leadwerks in your games list in Steam. Select the "Properties" menu item.
In the properties dialog, select the "Betas" tab. There's a drop-down list that allows you to select the beta branch.
Releases that go into the beta branch will make it into the default branch after about a week. This approach will prevent us from releasing any game-breaking updates to the entire user base, and also allows people to opt-in to get newer builds.
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I don't think so, but if you can post a map that reliably reproduces the problem it will help us identify it.
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I suspect the character physics are the cause, or it may just be too many shadows being rendered. More testing is required to optimize it.
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We use SVN here.
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Can everyone confirm this is caused when the file is being written to, not due to the file format itself?
That makes it sort of a tricky situation. We could add an arbitrary delay, but that's not exactly a fool-proof solution.
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True. In reality, if I simply added a mechanism for plug and play post-processing effects it would fill up overnight.
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The laser thing is actually a really nice idea because it shows a few new things we haven't demonstrated, and it introduces a new gameplay mechanic,
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materialcolorspecular and materialcolordiffuse are self-explanatory. The others you listed are all in the code above.
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If you look at the animated model shader, that has everything.
And there are also two uniform buffers in use, one for bone matrices for vertex skinning, and the other for instance matrices. The right-hand column of the instance matrices stores the entity color, to make it more compact.
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The OK button isn't, but it will in the next update.
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Sure:
Channel 0
- r = diffuse.r
- g = diffuse.g
- b = diffuse.b
- a = diffuse.a
Channel 1
- r = normal.x
- g = normal.y
- b = normal.z
- a = specularity
Channel 2
- r = emissive.r
- g = emissive.g
- b = emissive.b
- a = material flags
- 1: Lighting enabled
- 2: Decals enabled (reserved)
- 1: Lighting enabled
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- r = diffuse.r
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We're going to take a bit longer and implement a deferred technique for decals. This has the advantage that you can have pretty much unlimited decals, even painting entire walls, and it will run fast. It also may allow decals on skinned animated meshes, for blood and damage.
Here is a more primitive implementation of the idea:
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Bones prevent multiple material application
in Leadwerks Engine Bug Reports
Posted
The model file finds materials by texture name. If there's no texture name, there's no material to look for. So this is making a case for generating new material files to be generated from the data inside the FBX file, which would be new development and require some planning to make sure it does everything we want.
You can create a material in Leadwerks, drag it onto the model in the build-in model editor, and then resave it to save the model with the material applied, FYI.