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Posts posted by Nexerade
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how's leadwerks now with big maps?
are there any optimizations for brushes that are far away from camera? Is there any examples of big maps made with brushes and not heightmap with models and LODs?
What I mean is if I'm gonna use brushes to make a map, how big could it be, or something not really big, like counter strike size maps??
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right now I can change color with context:SetColor(1,1,1,1) but that'll change color for everything, how do I change color for first part of line?
something like
text="one two ~g~three four ~s~five"
so result would be
one two three four five
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14 hours ago, havenphillip said:
What are you trying to do, more specifically?
iterate all pivots, but I already did it the other way, I attached script to pivots that sends their pos to main.lua at start and just work with these positions from main.lua
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Oi, how do I for through all entities (I need pivots but any help on how to "for each" will help) in my current world?
In Main.lua
Something like
for k,v in pairs(world.entities) do print("x,y,z:"..v.x,v.y,v.z) end
?
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4 minutes ago, Josh said:
Okay, do you have a high-precision mouse? This has been known to cause problems.
I'm using same mouse I used years ago. Just opened leadwerks again and still have this problem.
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5 minutes ago, Josh said:
We have seen this problem before. I think you need to update your Nvidia driver.
But I'm on AMD Radeon. I thought maybe it's cause of blender, but no, it isn't.
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Reboot doesn't fix it. It worked few hours ago and now I can't rotate camera in viewport, middle mouse button movement works, WASD doesn't. When I gold RMB in viewport, it just disappears.
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R9 380
i7 6700k
8GB DDR4 RAM
Windows 10
Just lost a lot of progress.
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I am using HeightMap for specular and displacement, not NormalMap. So I just should add Ambient Occlusion for specular?
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Here is a video with parameters of material and normal map.
I am also showing another rock-brick texture that uses parallax too, and I guess it's working, but not on those orange bricks.
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It didn't help. I see no difference. Maybe this shader is written for Nvidia?
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Nope, I cannot. That's the license. However there is a link to a store https://www.textures.com/download/3dscans0029/126909?q=brick&filter=seamless here they are.
However this texture works fine for some reason. https://www.textures.com/download/3dscans0056/127571?q=wall&filter=seamless
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Nope. I tried to inverse them, it didn't help.
I've found out that left-right camera movement doesn't make texture move itself, while up-down does.
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It looks like closest layer moves when camera is rotated, IDK how to explain.
Is it something wrong with my textures or some settings?
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Well, firstly I wanna learn to write shaders, cause I write mostly on C, and GLSL is very similar; secondly, when I change resolution up, my FPS drastically falls down. Here you can see FPS on the up-left corner, I have ~10 static light sources with "medium" distance, 1920x1080, all low settings exept for antialiasing which is 2x and texture quality, which is very high.
I've tried to remove all light sources and it doesn't really get FPS boost. So I think there is something with shaders, because in our engine with fixed pipeline (OpenGL 1.2) (I have no light sources or shadows), with same amount of polygons, FPS is much higher, even when using 8x multisampling 1920x1080.
Here is our engine for FPS comprasion. In my map in leadwerks I have ~110k polygons, in our game ~85-105k polygons around the player, but there is a very huge difference in FPS even when leadwerks has no lights, 1920x1080 without any antialiasing.
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But can I disable or replace them with lighter shaders or can I use fixed pipeline?
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Or it's just OpenGL? Cause I didn't find anything in main.lua, don't wanna use VS so hoping I could make everything using .lua. So, is there any shaders running by default that I can disable in main.lua?
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Making some FPS. I wanna make it have lots of animations cause love making low poly models and animating.
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This doesn't make AI not running backwards. I rotated model in blender to 180 degreen and now it's fine.
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My model is rotated 180 degrees and now with SoldierAI character do everything backwards, is there any way to rotate model in leadwerks, I mean in viewer?
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I have 3 static point lights in scene each ~11 something range.
As you can see above, FPS is okay.
Above with High lighting setting.
And now above LOW settings AFTER restarting game that had HIGH previous time.
As you can see, shadows are much cooler while FPS is same as first screenshot.
Is there a way to create shadow map before launching game like it does after restarting with HIGH light settings?
------------------------ UPD
And can I somehow completely remove real time lightning calculations? I have 0 dynamic lights, but FPS still very low cause of lights. Without lights I have 100 FPS, with 8 static lights 50 FPS.
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16 minutes ago, macklebee said:
Open up the material in the Material Editor and change the diffuse color. Save and exit.Sorry I see you said flat diffuse. Thats what that shader does. It sets the diffuse color to (0.5,0.5,1.0) and the normal to 0. Maybe picking the regular diffuse shader with no normals will give you what you are looking for.Nope. What I need is material unaffected by light and shadows. So like if it's 1.0,0.0,0.0 I want that material be 1.0,0.0,0.0 everywhere, not 0.5,0.0,0.0 if it's not lighted by light or because some shadow lying on it.
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Still maximum white even though it's diffuse is gray.
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I want to make those lamps less glowy, so they wouldn't be affected by shadows and lightning. I've managed to make only that material, by selecting flat diffuse.shader.
However I can't find a way to change it's color, it's always white.
color codes in single line?
in Programming
Posted
but how am I gonna get length I need? If I want one two three four five that means I somehow have to switch color and DrawText second time, but how can I fit it exactly where it should be? What if my text is composed of multiple elements? like texta..textb..textc?