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xtom

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Posts posted by xtom

  1. I came up with a new game idea as I was making my game. It's called building inspector, you have to check out different buildings and look for faults and structural problems such as gaps in the wall, grass/moss growing on the walls indoors, electrical problems such as lights not working etc. And you have to try and find all the faults to get 100% score for each building you check out. Sometimes you need to get your torch out to have a good look in the dark corners for those hard to find things. Maybe it could be spiced up a bit by putting in a time limit and if it expires a horde of zombies or real estate agents or something get released after you. :)

    • Upvote 2
  2. Downloaded latest beta but my csg prefab buildings are still coming into the editor with streaked textures. If I run game they look fine, it's just in the editor. I've tried resaving the prefab but it still happens.

     

    post-13640-0-57158400-1423259237_thumb.jpg

     

     

    The steps below reproduce the streaky texture problem for me..

     

    1) create a csg box

    2) Texture it with materials/dirt/dirt01.mat (not sure if it matters which texture)

    3) save it as a prefab

    4) delete the existing box from the scene

    5) drag the saved prefab from scene tree into perspective view

    6) rotate it by clicking the Rotate Y button

    7) Drag a copy by CTRL+Drag on the red x axis in perspective view

     

    The copy should have it's texture streaked horizontally. I think I've gotten the problem by just bringing in a prefab without rotating as well but it's hard to give steps to reproduce.

  3. Convert/export model sounds good if it keeps me in the editor more and helps streamline the process. At the moment my head is bit scrambled with rethinking new approaches. I think I too have run out of memory for the day unsure.png

    • Upvote 2
  4. That house is made from hundreds of csg items.

     

    It's not made of hundreds of csg items, I guesstimate less than 200 anyway. But I could be wrong. :)

     

    I noticed you have very detailled objects in your house also, this is bad practice.

    You would need to display group of big objects only when the player is near the house and display small detail objects only when the player is inside.

     

    I wanted to do set interior stuff to "Near" but apparently you can't do this with csg either. The detailed objects in the wireframe screenshot are models I forgot to remove, but I removed them and it made very little difference. The real memory killer is the simple csg and not the detailed/instanced models.

     

    Also windows and doors on backfaces of the house when not visible in game, they could be hidden by script. Like hidding a group of doors and windows per side of the house.

     

    Really I think this is something the engine itself should be handling. But suffice to say if I stay away from lots of csg buildings I probably won't need to worry about this.

  5. Ok I just tried exporting as .obj and then converted to .fbx and then leadwerks made a .mdl - but the mdl comes in without any textures. I guess this means I would need to re-texture it all over again in blender or something. Blender and texturing aghh not looking forward to that.

     

    I tried placing over 120 of these in the scene though and there is barely any hit on memory compared to the csg version. Maybe a quick way to convert from csg to a textured mdl would be a great thing to have.

     

    20 CSG houses1.2GB memory

     

    120 mdl houses only 360,000K !

  6. I just came across another post and it seems instanced model buildings perform better over csg buildings memory wise. Noooooo. So I think csg is only suited for indoor quake style maps then. That sucks because making maps and buildings in the editor is so easy and so much fun. :(

    • Upvote 1
  7. 1 GB of ram is not my fault I don't think.

     

    281k Start leadwerks new blank map

    363k add 1 csg house prefab (all one 512x512 texture)

    397k (+34K) copy house

    442k (+45K) copy house

    490K (+48K) copy house

    524K (+34K) Copy house

     

    Blank map - 20 Houses (all 1 512x512 texture) - 1,118,988K

     

    Now if I delete 19 of those houses and leave 1 the editor is still using - 1,009,808K (sorry 570K missed a few)

     

    This is over a GB for just 20 simple houses and nothing else, no lights, just the one texture. The crashes might not be because of memory but I think it makes them more likely to happen the more that's in the map.

     

    post-13640-0-18890600-1422879098_thumb.jpg

  8. I've experienced this too. For example if I sometimes do a quick turn in a building I can for a second see out through the wall and It doesn't look the best when it happens. As nick says I think a slower frame rate makes it more obvious.

  9. My buildings are all csg but with very few models in them at the moment. I don't have a massive amount in there to be honest so if I have to trim down on assets then there is no hope of me continuing this game. I asked Josh to have a look at it, I'm hoping it's something dodgy in the map so i can fix it and continue.

     

    I just tried to take a screenshot but the editor crashed again as I zoomed out a view..

     

    post-13640-0-51466600-1422790093_thumb.jpg

  10. Just watched about 40min of it so far. Very good tutorial, and lots to learn. The recorded volume on the video does seem low but if I crank it up I can hear it. I would suggest breaking long videos into parts of 20mins or 30mins or so. By the time I got to 30min+ I got learning fatigue :) but of course I can go back to it again and continue so it's all good!

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