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xtom

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Everything posted by xtom

  1. Sounds good +1 sometimes you have to make the grid really small to get edges to line up.
  2. Yeah I think we'll need it even more when vegetation is added.
  3. My map is taxing my system at the moment. In 1024x768 I'm getting 10FPS when I walk down csg street between my houses but in 1920x1080 I'm getting pretty much the same frame rates so it doesn't seem like resolution is the big drain. At least not in my situation.
  4. Cool I haven't even looked into vehicles yet but looking forward to checking them out and happy about the texture fixes.
  5. It seems to work ok if you rotate it in perspective view, which I do most of the time. But when you rotate it in the top view the texture is sliding. If you rotate it in perspective first it seems to lock it so you can then rotate in top view (I think). Will be nice when these texture bugs are all ironed out.
  6. What about mass emailing all forum members. There's bound to be some members that are unaware.
  7. I just messaged everyone in my steam friends (only about 20) most are offline but two have already said ok so that's something
  8. I put another tweet out and shared on facebook. Unfortunately I don't have that many gamer friends but I guess the more it's out there the better.
  9. Interesting that you can do this but I don't there would be much benefit editing in realtime and I don't think it would be worth the performance trade off. It's pretty quick to just hit the play game button and playtest as-is.
  10. Looks great. I like the corridor shot, nice textures and lighting.
  11. Yeah it's not starting here either. We'll have to wait for the next beta update I think.
  12. Yeah I think this is the same problem Im getting. There seems to be a few ways it can happen. Eg. I brought in a textured box prefab into perspective view, rotated it and then ctrl drag a copy in perspective view and the texture gets all stretched.
  13. I'll try and be there too, missed the last one.
  14. 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. 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.
  15. xtom

    Beta update available

    Thanks for the updates. Before I have changed anything on my map I am already seeing a significant 400MB or so memory reduction.
  16. 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
  17. It's not made of hundreds of csg items, I guesstimate less than 200 anyway. But I could be wrong. 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. 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.
  18. 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 !
  19. 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.
  20. I've attached the prefab - I just added the blue developer texture to the whole thing so there wouldn't be missing textures. houseprefab.zip
  21. 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.
  22. 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.
  23. 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..
  24. 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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