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scotty0351

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Everything posted by scotty0351

  1. Yes applying the normal map fixed the problem.
  2. I’ll check both the billboards and bump maps and see if it fixes the issue. Update: It looks like the greenfern didn’t have a normal map applied to it.
  3. When I check the billboard option on the 65ft-green-tall tree the greenfern asset changes to a dark green color instead of the color it should be. These are completely different assets but somehow it changes color when I check that option.
  4. So my character assets are outdated and I’m going to have them redone but before I have this done I would like to know the best way to set them up for customization. Changing Tunic Texture The current mesh is mult/sub-object and the tunic texture is on a completely different map sheet so does this allow the tunic to be changed in game by the player easily or did I set this up wrong? Changing Helmets Each helmet is a separate mesh with its own map sheet. I figured this could be rigged in a certain way so the mesh could be changed out in game. Is this the right way? Changing Shield Texture Same as the helmet different mesh different map sheet. Changing Face These will be set up like the helmets being a different mesh and separate map channel. So if I wanted a customizable selection area in a game how would I import the assets and could it be programmed with the model being a mult/sub-object and just having one of the map sheets be switched out. And as far as rigging goes would I give each helmet and shield a separate bone which could be changed in the customization screen in game.
  5. I like that idea, all that connects the “Mobile Gaming Platform” is the docking station so this way the hardware can be upgraded every 2 years. That’s part of the problem with current consoles the hardware can’t be upgraded. It could also have options for different controllers whether this mouse & keyboard, Xbox/PlayStation controller, or motion controller.
  6. Can I just lower the Leadwerks resolution window or will I have to use an exe file.
  7. I tried this out and loaded the terrain_artic level and under 1920 x 1080 screen resolution my frame rate was 10.5 so I switched my screen resolution to 1600 x 900 and my frame rate went to 15. This reminded me of what I always do with the Leadwerks engine window and that is a maximize to window. I switched my screen resolution back to 1900 x 1080 and loaded Leadwerks engine and made the window a little bit wider and ran the terrain artic_level and my frame rate was anywhere from 28 to 30 frames per second. I had no idea this was a factor.
  8. I’ll also post a screen print of the terrain_artic level at 10.5465 FPS.
  9. I installed the Leadwerks engine on my C: drive in a separate folder.
  10. First potential issue that comes to mind is I’m using the Day Night as my sky dome so I deleted that and had a jump of 3 frames per second. As far as texture size most are 1024x1024 and most of the trees are mult-sub object with textures for leafs (color only) and bark (color & normal). Update: Loaded the terrain_arctic and walking around I’m at 11 to 12 frames per second so maybe it’s just my computer.
  11. Not having characters in the scene and still having a low frame rate is concerning so I think it needs a lot of work.
  12. I tried this arrangement about a week ago and looking at it I like it better them the first screenshot I took.
  13. I thought I had to make the billboards myself but I guess not. I tried it out and I am seeing an improvement but I might have to modify the LODs further. I thought about adding rocks but my reference image didn’t have any rocks so I was trying to go without. I’m trying to recreate 12th century Duchy of Normandy (in modern day Normandy France) and I found some references of a forest near Rouen France.
  14. That reminded me I set my display to medium in the Windows Control Panel/Display setting so I switched it to small and now I can see the billboards option. I’m going to redo all the trees by giving them billboards and see how this works.
  15. It probably didn’t install right I’ll see if I can update it and see if it fixes the problem. Update: We’ll that didn’t work I’ll try a clean install.
  16. I bought these assets and modified the LODs but I’m still not getting a good frame rate. I don’t know if this thick of a forest is practical in a game given the frame rate. Windows 7 64-bit Intel Core i7-2600 CPU 3.40GHz 8.00 GB RAM NVIDIA GeForce GT 530
  17. That worked but I had to delete about 3 phy files that were created some how even thought I unchecked these options when exporting.
  18. I’m trying to export 2 LOD’s and a separate model for collision using exporter script for 3ds Max but I’m having problems. The reason I need a separate collision model is because it’s a short tree and I don’t want the leafs to have collision. When I export the model with 2 LOD’s and select a collision model it still uses the entire tree as collision. I exported 1 LOD with a separate collision and had no issue and also exported 2 LOD’s without a separate collision model and had no issue but together it doesn’t work.
  19. I downloaded the “The Game” zip file and replaced the exe with the character2 file and I’m still moving the mouse too much unless I did something wrong. I also think strafing moving distance needs to be toned down meaning if I strafe right the character should only move a few steps to the right. I also think it would be better if the camera didn’t zoom out as much when I start moving but this probably depends on the type of game your making.
  20. Yeah that’s the same problem posted over a year ago he even talks about saving the level and reloading it. Saving the level and reloading it and switching to game mode is when the trees come unaligned but it seems not even single tree is off just certain ones from the group I selected and copied.
  21. I usually create a hand placed area of different size trees and bushes and then turn on align to terrain, set the collision to scene, and usually turn down the objects intensity then I Ctrl + drag to select the area of trees and then Ctrl + drag to copy all object in the area. I then switch to game mode and when I come back out of game mode the copied area of trees alignment is off. I move them so they snap and go back into game mode then out of game again and usually the alignment is off again. I’ve also tried to save the level and see if this fixes the problem but the trees don’t stay aligned to the terrain.
  22. No I didn’t clean install maybe that’s the issue. But I’ve had so many issues with vegetation painting in the past that I was going to try and create a forest by Ctrl+dragging a large area of trees I don’t know if this is part of the issue.
  23. Updated to 2.43 and set the collision value but it doesn’t work. I also renamed one of the trees I’ve been using with the “vegetation_” prefix and I could load it into a vegetation slot but when I went to paint no trees came out.
  24. I’m having some problems with the align to terrain working for some objects, it doesn’t seem to update at certain points. I’ll move the object and it will snap to the terrain and then I’ll save the file or hit the switch to game mode button and the object will not be snapped. This doesn’t seem to always be the case sometimes it works and other times it doesn’t. I’m placing each object individually and not painting them using vegetation because I need the collision on.
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