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Canardia

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Posts posted by Canardia

  1. I don't think this quite replaces a directional light for sunlight, besides, godrays need a directional light anyway.

     

    ATI X850 supports 2048x2048, X1600 supports 4096x4096, HD 2900 support 8192x8192.

    You should check the graphics card and vendor in your game and set the max limits accordingly. There's also many other settings which should be disabled or lowered for low end cards, like all postshaders, camerarange, light ranges.

     

    But I think it's good to design the game for high end cards, and then just make options to gimp it down for low end cards.

  2. GeForce 7 drivers are still actively updated:

    GeForce/ION Driver Release 195

    Version: 195.62 WHQL

    Release Date: 2009.11.26

    Operating System: Windows XP

    Language: English (U.S.)

    File Size: 88.5 MB

    However, Win7 makes OpenGL run around 20% slower than XP, so if you have a slow graphics card, you should use Windows XP.

    I have a GeForce 5 card (570M) on my laptop, and LE runs just fine with it. But I think GeForce 5 was kinda like GeForce 8800 - a high end card of its time. 3-4 year old high end cards still beat new low end cards of today :)

  3. You can comment out line 55 of environment_athmosphere.lua, to get rid of the "Null Framewerk" message when using a sbx scene from C++:

    	-- Notify("Null framewerk.",1)

    This lua script expects that framewerk is loaded, but it's impossible for it to have framewerk, since it's only available in C++ when writing games with C++. However, the script could be changed to use global lua variables instead (instead of accessing the fw object directly), but then you would still need a C++ function to read those global lua variables and set the framewerk values accordingly. But since gamelib 0.0.15.0 loads the settings from the Athmosphere entity anyway in C++, it's no big deal.

  4. File Name: Improved Point Light

    File Submitter: Lumooja

    File Submitted: 22 Dec 2009

    File Updated: 22 Dec 2009

    File Category: Lua Scripts

     

    Point2 is an improved version of the Point light in Editor. It can be added to Editor and doesn't interfere with the original Point light.

     

    It brings the following new features:

    - Shadowmap sizes extended to 3072 and 4096 (both have been tested and indeed have a visual improvement)

    - Range slider increased from 1-100 to 1-1000

    - Shadowsoftness setting added (0-100 float slider) (default value is 2, as per LE default setting)

     

    Extract the rar file into Models/Entities/Light(/Point2) (where the other lights also are).

     

    Click here to download this file

  5. I don't know what texture creator would be good for. I can make seamless textures in Gimp very easily by first offsetting the texture, and then brushing out the seams with the clone stamp tool using a low enough opacity on the pencil. You can configure Blender to have also 4 viewports, or as many you like, and save it as your default setting.

  6. The new Blender 2.50 alpha is very easy to use, and can save as fbx and obj, which can be converted by the engine's tools to gmf. The last time I tried only obj worked, but it was enough to make a model for LE. I suppose in the final 2.50 version also fbx will work. Besides Blender, you should also have UU3D Pro, to get all kinds of models converted to LE. I use also 3DWS for architecture modelling. Then you need also Gimp and Paint.NET (might not be needed anymore, as LE seems to have now a better tool for DDS export, since it does seamless mipmap pattern based on average colors) for texture editing.

  7. That's a good copyright rule, and I've used the same for my sound assets. It promotes the engine, and soon LE will be the engine with the most free assets available on the planet. This again helps the LE developers to get more licenses sold, which again helps them to buy more resources to develop the engine even further. So, every "free" contribution to the engine, pays back to the existing users, directly (you can download "free" assets from other people also), and indirectly (more people will buy LE and you get "free" new technology to the engine). It's a win/win situation for everyone.

     

    As opposed to the conventional non-social approach: You sell your assets, the distributor takes most of your profit, you barely sell anything, other people sell their assets also so you have to pay lots of money for them, the engine doesn't profit at all, so you have to pay for technology upgrades also. It's a lose/lose situation for everyone.

     

    Of course there are also decent commercial asset sellers, who provide high quality at low prices. They are still needed since you won't find always all the assets you need on WerkSpace.

  8. I think you both got multiplayer gaming wrong :unsure: The player sends a force vector to the server, which then does the same on his own game, and sends the force vector to all other clients also. So if nobody moves for 5 minutes, no data is sent (as opposed as in bad network code, where the positions are sent in regular intervals, regardless if they have moved, or if they are moving with the same speed). Multiplayer gaming must also work offline, and support bad network lag. This is done by sending data less often, or not at all when its not needed or possible, however the gameplay of the players should not be affected for other things except the multiplayer aspect then.

  9. Yes the wiki has, if you search for "filter":

    http://www.leadwerks.com/wiki/index.php?title=Textures#TFilter

    http://www.leadwerks.com/wiki/index.php?title=Textures#AFilter

     

    EDIT: Yeah, macklebee is right, we should not post questions on public forums which belong to the forum which matches the topic. This thread would belong to General Programming and Leadwerks Editor. However, the board software does not support multi-area tags (or tag clouds) yet I think (posts which belong to multiple areas at the same time (with different weights)).

  10. Framewerk is not a 3rd party library, it's part of LE. It makes really no sense not to use it. If more features and customizations are needed in Framewerk, they can be added, but so far nobody (except Michael Betke) hasn't really said what they would like to see added to it. In the C++ version it would be easily possible to add a hook or callback to have your own custom postshaders added. It should be possible in the BlitzMax version too.

    • Upvote 1
  11. I found out that a uselua=true/false control is not enough, as there is also an 3rd option: using LE 2.3 sbx files without LUA.

     

    This is needed, because some things in LUA don't work very well, like lights. They leave an unnecessary physics object in the scene, and I found no way to remove it without removing the whole light. So in order to load LE 2.3 scenes optimally, you would want to use LUA where it works, and ProcessScene for those parts which are not working so well in LUA.

     

    For this this I've thought to have 2 control flags: uselua and usenewsbx. Uselua would be then a 3-state flag (0=don't use lua, 1=use lua where it works, 2=use lua always). Default would be uselua=1. Usenewsbx would be default true, so LE 2.2x users can set it to false to load Sandbox scenes. LE 2.2x users could also specify non-sense combinations like uselua=2 and usenewsbx=0, to see what LUA would do for you, this would of course make sense only for testing purposes.

  12. A sbx file doesn't have to be a complete scene, you can also load multiple sbx files, each having some other parts.

    All LoadScene does is to add entities to the world, it doesn't delete old entities .

  13. Many things in Editor stop randomly working from time to time. Then you can close all programs and suddenly they work again.

    Just had emitters stop working on firepit and a new emitter, but on one scene they worked, it's totally wierd B)

    I blame programming languages with garbage collection (like BlitzMax), as they allow the programmer to make randomly working code, since they don't crash each time when the programmer makes a mistake, and that's bad.

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