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Admin

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  1. 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.

    • Upvote 2
  2. 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.

    • Upvote 1
  3. 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.

  4. 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.

  5. 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.

     

    Image4.jpg

     

    In the properties dialog, select the "Betas" tab. There's a drop-down list that allows you to select the beta branch.

     

    Image1.png

     

    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.

    • Upvote 9
  6. 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.

  7. 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)

    • Upvote 1
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