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Monkey Frog Studio

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Posts posted by Monkey Frog Studio

  1. Hey, Josh. Here's an idea for you. I was watching a video on a game engine that is about to be released (Sheesh! There are zillions of them these days!) and the reviewer showed importing a glTF model into the engine via drag-n-drop (which is a nice feature, btw). When they dropped in the glTF, an import dialog opened. Earlier in this thread you had talked about wanting to use glTF just to bring in materials. Well, perhaps this could be done via an import dialog. So, for example, the end-user opens or drags-n-drops a glTF into Leadwerks, an import dialog opens and asks what they want to import ... model, material, etc. The end-user could just check/uncheck what they want (the default being all checked). 

    Thoughts?

  2. Just a suggestion (and I hope you don't mind), but since the tutorial is aimed at non-programmers, it might be good to go into a little more explanation on things. For example, it might be good to have pointed out that things like "string.upper" is a LUA command and what it does. Even clarifying some things like explaining that the name, like MyFunction, can be any name, like how you name a variable however you choose. You sort of do this, but a little more would be helpful to complete newbs to programming. :)

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  3. Hello. I am fairly new to programming (been an artist all my life) and am learning from the Leadwerks Tutorial on LUA scripting. All is pretty simple to understand in principle, but I am struggling to understand this one example from Function Arguments:

    function PrintUpper(text)
            print(string.upper(text))
    end
    PrintUpper("Functions can be fun.")

    The actual code in the function, print(string.upper(text)) ... what is going on there? I get "print" and I get "string", but what is "upper" in this case? Actually, a little help understanding what is going on here overall would be a big help. The other ways of using/declaring functions seem to make sense to me, but this one is eluding me for some reason. Any help would be appreciated. 

    Thanks.

  4. 5 minutes ago, ChrisV said:

    Not (yet) every 3Dmodeling/painting program can export to GLTF, Josh. How are we going to import our .obj/.fbx models then ??

    Yeah, glTF shouldn't be the only format. OBJ and FBX should probably still be offered. However, I don't believe it will be long before most 3D programs offer glTF as an export option. Substance Painter already does. MODO and Blender already  do (Blender via an AddOn). From a Google search I see that Babylon.js offers a glTF exporter for MAX. There might be others exporters for the other 3D apps, too.

    Oh! And there appears to be a number of tools to convert file formats, like FBX, to glTF, too. So, you can just export out of your 3D app via FBX, for example, convert it to glTF, then simply bring it into the app that requires the glTF file.

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  5. I don't know or use Substance Designer, but Substance Painter will export to glTF 2.0. The purpose of glTF is to create a standard for exporting/importing SCENES, as per the Khronos website:
     

    Quote

    glTF™ (GL Transmission Format) is a royalty-free specification for the efficient transmission and loading of 3D scenes and models by applications.

    As a result, I don't think that materials, by themselves, were in mind when they created this format. Having said that, it's great for what it does. And it gets us out from under the yoke of Autodesk, Autodesk FBX licencing, and the ever changing FBX format. 

    Since it appears that glTF is only for scenes, could it still not be used to get materials into your engine? For example, someone could apply the material to any object, like a cube, export it, import into Leadwerks (for example) and then Leadwerks would provide access to the material so the end-user could alter it and/or apply it to other objects in Leadwerks? 

    In Godot, once I have imported the scene via glTF, I can drill down to the material on an item, copy the material, and paste it to a totally unrelated object. So, glTF could still be used to get materials into Leadwerks to be both edited and used on other items, such as the CSG items there.

  6. 2 minutes ago, Josh said:

    I was considering using it as our official format, but it looks like materials are tied to the model. The advantage GLTF has over FBX is there is less ambiguity in the material settings.

    Did it ever occur to the geniuses over at Khronos that people might want to edit material files in the engine??? ?

    You should be able to. I was dabbling with the Godot engine, which imports glTF. Once the mode, with the material, is imported, I was easily able to alter the material, changing roughness, metallic, swapping out the texture image, etc. So, this should be quite doable. 

  7. 3 minutes ago, Genebris said:

    I like packing roughness into alpha channel of albedo. Then I can have just a grayscale metal map. And sometimes you don't even need a metal map so you end up with just two textures: AlbedoRoughness and Normal.

    Yes, but sometimes we only need to set a percentage (how metallic or how rough) and are not even using a texture map at all. ;)

  8. 1 minute ago, Yue said:

    Returning to the topic, the only way I see it here is the percentage of windows in my case 100% and it solves the problem, besides moving one or another parameter in the nvidia control.  Now, I will never publish a game, however the question is if any user of the game comes across this must be a nightmare to tell him to do one thing, to do the other.

    Yeah, but that doesn't fix it for me. If I change scaling from 125% to 100% then Leadwerks still does not go full screen on my primary monitor (when set to my 4K monitor). Messing with my Nvidia settings (so far) have not changed this, either.

    • Sad 1
  9. 1 hour ago, Josh said:

    4K means around 4000 vertical resolution

    Actually, no. When the use terms like 2K and 4K, they are talking about HORIZONTAL resolution, not vertical. 

    From a website:

    "As things stand, the majority of 4K displays come with 3840 x 2160 pixel (4K UHDTV) resolution, which is exactly four times the pixel count of full HD displays (1920 x 1080 pixels). There are also 4096 x 2160 pixel (DCI 4K) displays for the film industry that are referred to as 4K displays."

    • Haha 1
  10. ... and as I had stated previously, I had disabled my secondary monitor and the problem still persisted. 

    However, if the secondary monitor (the non-4K monitor) is made the primary and screentest.exe is run, then full screen works perfectly on that monitor. So, the problem does not appear to be dual screen related (per se). However, it does seem to have something to do with the 4k monitor, though I have no idea why. 

  11. On the 4k monitor, I do have scaling set to 125%. However, I've reset that to 100% and that does not help. Screentest.exe still shows up at the top-left and partially off screen. If I have scaling set to 100% and apply the Properties thing I detailed above, then it is exactly the same as described there (no change setting scaling back to 100%).

  12. I don't know if this will help, but I did a test with partial success.

    I right-clicked on screentest.exe and clicked on Properties. Then I went to the Compatibility tab. There, I went to the Change high DPI settings near the bottom. Once there, I went to the bottom set (High DPI scaling override) and checked the box there (Override high DPI scaling behavior. Scaling performed by:) and selected Application in the drop down. 

    Once I applied that, screentest.exe opened full screen (I could not see my desktop to the right or beneath). However, it appears that it was stretched beyond the monitor edges. When I hit ESC to access the menu, almost all of the menu was off the screen. In fact, I could not see "Quit" and had to guess where it was to exit.

    None of the other options seemed to change anything. And, yes, I did try all the options on Compatibility for Settings and those under Change high DPI settings, etc. 

  13. 2 minutes ago, Josh said:

    Okay, so the problem is the window position, not the size, correct?

    That appears to be correct, at least with your screen test program. However, I don't recall them always being partially off the screen to the left. In other words, in some previous tests of my own, when hitting ESC the menu was fully on the screen (i.e. the entire screen was on my monitor and not shoved off to the upper-left).

  14. Test one - If I set monitor 1 (the Dell Canvas at 2560 x 1440) to the primary monitor and run your screentest.exe, it runs at full screen on that monitor. If I shut down the Dell Canvas so only the 4k monitor is operating and run screentest.exe, then it is not full screen.

    Here's what happens - The screen flashes briefly as it adjusts to the screen resolution of your screentest.exe as if it is going to full screen mode. Then it appears the screen is SHIFTED up and to the left. I notice this because the desktop wallpaper is repeated to the right and below as if the edge of the screentest is the beginning of another monitor (if that makes any sense). If I attempt a screen grab of this, then all I get is the screentest (no desktop wallpaper shows up to the right and below). Also, as pointed out previously, when I access the menu to quit, it is partially off the screen. So, it doesn't seem that full screen is not working, per se, but that, for some reason, the screen is shifting up and to the left X number of pixels. Again, this does not happen when the other monitor is set to primary. And this does not happen in any other game (and I have a ton of games). 

  15. Just for clarity - I have two monitors. My primary monitor (which is actually labeled as "2" in Display Settings) is set to a screen resolution of 3840 x 2160. My secondary monitor (labeled as "1") is a Dell Canvas (like a Wacom Cintiq) set to a resolution of 2560 x 1440. Under Display Properties>Multiple Displays, it's set to Extend these displays. On the primary monitor (3840x2160), scaling is set to 125%. On the secondary monitor (2560 x 1440) scaling is set to 100%. 

    I'll fiddle with a few things to see if I can affect a change. For example, I'll set monitor 1, the Dell Canvas, to the primary and see if that changes anything, etc.

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