thehankinator
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Posts posted by thehankinator
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Looks like you need to edit your main.lua script and remove the import for THUI at the top.
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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
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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.
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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.
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GUI isn't a released feature yet so I wouldn't expect everything to work properly or have the API finalized.
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I would hope that the techs at Microcenter were bright enough to try another power supply...
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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
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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.
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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
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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.
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Here is a trigger material. Seems the blend mode only works if Z-Sort is on. (Intentional?)
Edit: Added transparency!
This looks and works great! Should be included with LE imo.
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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.
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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%?
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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.
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I've got vertical sync turned off (context:Sync(false)) so I was expected to see either my CPU or GPU (or both) pegged at 100% but that's not what is happening. Neither seem to be particularly busy. Anyone have an idea what's going on? I've attached CSV(rename to CSV, forum wont allow them for some reason) files from GPU-Z and HWiNFO64.
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Yeah, this does the trick, looks like the render don't like that we fill 100% of the screen, the shaders don't update the last few pixels of the screen height.
Thanks.
Glad it works. Seems like a bug to me though. Maybe Josh will weigh in, if not it's worth a bug report imo.
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Just curious, what happens if you subtract 1 from context:GetHeight()? Or more?
context:DrawImage(self.overlayTexture,0,0,context:GetWidth(),context:GetHeight()-1)
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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.
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Have you taken a look at this video?
It's over a year old but the approach should work.
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I think if you are using the vanilla invisible material you should be fine.
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Build and run it from Visual Studio in debug mode. The debugger should halt execution at or near where the problem is.
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I am not using probes so this should work great, thanks guys!
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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
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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
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C++ Tutorials
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Link to the XML file is dead for me