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thehankinator

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Posts posted by thehankinator

  1. One of the problems I had is the large number of animations that are numbered but not identified by name. Took me hours to find what I wanted.

    Oh yeah that was a pain in the butt. What made it easier for me was putting this in a text file then importing it with Leadwerks Model Editor. Gives you all the animations by name

    Impact Front,0,19
    Bounce Front,20,39
    Impact Rear,40,59
    Bounce Rear,60,79
    Impact Right,80,99
    Bounce Right,100,119
    Impact Left,120,139
    Bounce Left,140,159
    Climb,160,189
    Grenade Spawn,190,209
    Grenade Idle,210,234
    Grenade Walk,235,259
    Grenade Sidestep Left,260,279
    Grenade Sidestep Right,280,299
    Grenade Run,300,318
    Grenade Standing Toss grenade,319,355
    Grenade Crouch Idle,356,380
    Grenade Crouch Walk,381,405
    Grenade Crouch Toss grenade,406,442
    Grenade Freeform Idle,443,462
    Grenade Freeform Move,463,492
    Grenade Getup Impact Front,493,522
    Grenade Getup Impact Rear,523,552
    Pistol Spawn,553,572
    Pistol Idle,573,597
    Pistol Walk,598,622
    Pistol Sidestep Left,623,642
    Pistol Sidestep Right,643,662
    Pistol Run,663,681
    Pistol Reload,682,731
    Pistol Crouch idle,732,756
    Pistol Crouch Walk,757,781
    Pistol Crouch reload,782,831
    Pistol Freeform Idle,832,851
    Pistol Freeform Move,852,881
    Pistol Getup Impact Front,882,911
    Pistol Getup Impact Rear,912,941
    Submachinegun Spawn,942,961
    Submachinegun Idle,962,986
    Submachinegun Walk,987,1011
    Submachinegun Sidestep Left,1012,1031
    Submachinegun Sidestep Right,1032,1051
    Submachinegun Run,1052,1070
    Submachinegun Reload,1071,1120
    Submachinegun Crouch idle,1121,1145
    Submachinegun Crouch Walk,1146,1170
    Submachinegun Crouch reload,1171,1220
    Submachinegun Freeform Idle,1221,1240
    Submachinegun Freeform Move,1241,1270
    Submachinegun Getup Impact Front,1271,1300
    Submachinegun Getup Impact Rear,1301,1330
    Rifle Spawn,1331,1350
    Rifle Idle,1351,1375
    Rifle Walk,1376,1400
    Rifle Sidestep Left,1401,1420
    Rifle Sidestep Right,1421,1440
    Rifle Run,1441,1459
    Rifle Reload,1460,1509
    Rifle Crouch idle,1510,1534
    Rifle Crouch Walk,1535,1559
    Rifle Crouch reload,1560,1609
    Rifle Freeform Idle,1610,1629
    Rifle Freeform Move,1630,1659
    Rifle Getup Impact Front,1660,1689
    Rifle Getup Impact Rear,1690,1719
    HeavyWeapon Spawn,1720,1739
    HeavyWeapon Idle,1740,1764
    HeavyWeapon Walk,1765,1789
    HeavyWeapon Sidestep Left,1790,1809
    HeavyWeapon Sidestep Right,1810,1829
    HeavyWeapon Run,1830,1848
    HeavyWeapon Reload,1849,1898
    HeavyWeapon Crouch idle,1899,1923
    HeavyWeapon Crouch Walk,1924,1948
    HeavyWeapon Crouch reload,1949,1998
    HeavyWeapon Freeform Idle,1999,2018
    HeavyWeapon Freeform Move,2019,2048
    HeavyWeapon Getup Impact Front,2049,2078
    HeavyWeapon Getup Impact Rear,2079,2108
    Bazooka Spawn,2109,2128
    Bazooka Idle,2129,2153
    Bazooka Walk,2154,2178
    Bazooka Sidestep Left,2179,2198
    Bazooka Sidestep Right,2199,2218
    Bazooka Run,2219,2237
    Bazooka Reload,2238,2287
    Bazooka Crouch idle,2288,2312
    Bazooka Crouch Walk,2313,2337
    Bazooka Crouch reload,2338,2387
    Bazooka Freeform Idle,2388,2407
    Bazooka Freeform Move,2408,2437
    Bazooka Getup Impact Front,2438,2467
    Bazooka Getup Impact Rear,2468,2497
    

  2. Better be careful. I asked lee from tgc and he said that the artists only agrees to release it for gameguru only. They are not sure if other game engine can use it or not.

    That's odd, I also emailed Lee a few months ago. There was no issue with using them. Quote from email below

    The only restriction we impose is that you cannot resell the models, or use them in a game maker library. Beyond these limits, you are free and welcome to create a game or demo with the art, and if you want to credit the authors of the items you use, then that would be a nice gesture.

    Maybe he did that just for me? I don't know but it didn't seem like a problem.

  3. I've used the models before, they are great! Some of the characters animate with weird parts stretching in odd ways but still really useful. Especially for a prototype. UU3D is a must have to convert aminated characters though. It was pretty generous of TGC to release them.

  4. Is your BIOS configured to show POST? It might show some information. Have you tried putting it in that second PCIE slot? There is also a setting in the BIOS that sets the source of the primary video adapter, have you verified is set to PCIE? Can't remember what is called on Intel boards

  5. What version of Windows do you have? I've reinstalled windows 7 from the disk after a motherboard change using slmgr.vbs without much issue. Sometimes required activation by the automated phone service. Not so sure about Windows 8 or 10. Especially if it's through digital entitlement. Never had luck copying an installation.

  6. Well, even the pros don't know what's going on. Has anyone switched motherboards but kept their hd? I know Windows sort of freaks out with that with activations.

    There really isn't a good way of doing it. You could try sysprep but your results may vary. If I were in your shoes I would buy a new HDD along with the motherboard. Install to the new HDD, keep the old one intact to copy your data back. Eliminates to risk of forgetting to back something up.

     

    Or you could try returning the video card and getting a different make and/or model that may play nice with your PC :)

  7. I've been getting this a lot since an update I got a day or two ago. Seems like the editor opens up and loads the an initial map just fine but what appears random, opening different maps eventually causes this crash. Through Steam I verified the application integrity and I also deleted the local content and reinstalled. Didn't help though. Every time I launch Leadwerks, Steam attempts to install MSVC runtime. Not sure if it's related.

     

    Josh - I sent you a link to my project a week or so ago, besides upgrading the project, not much has changed since then.

     

     

    jMI7mmi.png

  8. The CPU will not be 100% because Leadwerks only uses multiple cores to a certain extent, only in some situations. In Leadwerks 5 we may make more heavy use of multicore CPUs but it will require a major architecture change and an API change to Vulkan. Even then, I am not sure if you would see any significant FPS improvement in this situation.

     

    Two shadows being rendered can be significant because a point light update requires six separate passes of the scene. Two point lights would mean parts of the scene were being rendered 12 extra times.

     

    I can't speak to the GPU utilization because I don't know about this situation.

     

    The game is probably bottlenecked on the CPU side by the driver, but I can't say for sure.

    I'm not expecting more than 1 core to be utilized but none of them spend significant time above 40%. I am pretty sure that the utilization reading includes any work drivers are doing. So I'm thinking there is plenty of spare time on the CPU side.

  9. Correction, in that scene I found a door that was still set to dynamic. After setting it to static the framerate is up to about 100fps but still CPU and/or GPU utilization isn't close to 100%. I turned the poll rate on GPU-Z to 100ms to get more granularity. According to GPU-Z I'm still averaging about 35% GPU load. HWiNFO is saying the busiest cores are rarely going above 40%.

     

    Am I wrong that with vsync off one or both of the CPU/GPU should be spending the majority of time at or near 100%?

     

     

    FtlL7F8.png

    OXaJxxd.png

    2OwMDLF.png

    GPU-Z Sensor Log-2.txt

    hod-2.txt

  10. Two shadows are being updated. Are they point or spot lights?

     

    This is release mode, right?

     

    The 2 red lights are spot lights set to static. The 3 white lights are point lights set to static, dynamic and buffered. The characters are set to no shadow and all geometry is set to static shadows.

     

    Yes release mode.

     

    I can send you the project later tonight if that's what's needed.

  11. If you are going to buy an AMD CPU, I'd wait a few months. AMD is going to be launching new line of CPUs that, if you believe the rumors will be significantly better than their current lineup.

     

    The AMD GPUs have had rocky support with leadwerks in the past but for the last 6 months or so(maybe more?) I've had no problems with mine(R9 380). AMD has really improved their driver support recently.

    • Upvote 1
  12. I wrote a small helper for scheduling a callback after x milliseconds. It's been really useful for my AI scripts. It's not locked onto a specific time function so that you can create a timer that will not tick while the game is paused. If you are interested I'll post it but from the user end it looks something like this:

     

    function Script:UpdateWorld()
     if self.some_condition_met then
       TimeKeeper:Add(250, self.Dosomething, self, arg_val)
     end
    end
    
    function Script:Dosomething(arg)
     --do some work or whatever!
    end
    

     

    I've used it for periodic stuff also like this:

    function Script:Start()
     TimeKeeper:Add(250, self.Dosomething, self, arg_val)
    end
    
    function Script:Dosomething(arg)
     --do some work or whatever!
     TimeKeeper:Add(250, self.Dosomething, self, arg)
    end
    

  13. How can I make a material that is visible in the editor but not when the game is running? For use specifically for invisible triggers. I could change the material via a script but it would be nice if I could create a special material that did all that for me.

     

    I'm thinking of something similar to how it looks in Source engine

     

    009-csgo-11.jpg

    • Upvote 1
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