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Monkey Frog Studio

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  1. I just noticed something else. I had recently uninstalled Leadwerks and reinstalled it. Now in Steam it is set to install the latest beta and Steam labels my version of Leadwerks as [Beta]. However, if I open About in Leadwerks, it tells me it is version 4.5. Previously, it had stated it was version 4.6. I've tried uninstalling and reinstalling again and it still tells me it's version 4.5. 

  2. When I run this, I get a white rectangle in the middle of black, but it does not fill my screen. Instead, it is stuck to the upper-left and I can see my desktop around the right and bottom edges (since my monitor's screen size is 3840 x 2160). 

    EDIT - 

    Also, when I hit ESC to access the menu to exit the "game", it's apparent that your "game" is a bit off the left edge of my screen as the menu text is a bit cut off. This has not happened with my published tests. While mine do not go full screen (leaving the right and bottom edge of my desktop visible), none of the game is off the left edge that I am aware of. None of the menu is cut off, etc.

  3. Right. That's the same code that's in my main.lua file, but Leadwerks will not run at full screen, even when the "game" is published. Instead, it runs in a borderless window that stuck to the top-left of my screen (as in the screen shots the OP posted). I've tried various resolutions, too. 

    Again, I am only getting this issue with Leadwerks projects. All other games open to full screen with no issues.

    Out of curiosity, Josh - have you tried this on a dual monitor system?

    EDIT - Yes, this was tested on the current beta build. I have that enabled via Steam.

  4. 1 hour ago, ChrisV said:

    Sometimes I'd even use the RGB channels to store individual maps into one (for example R for roughness, G for metalness, and B for height or ambient occlusion). But it all depends on the possibilities of the engine you're using. 

    Interesting, because glTF, for example, uses RGB differently:

    • Red: Ambient Occlusion
    • Green: Roughness
    • Blue: Metallic

    I know glTF is not the industry standard, but it is catching on. I believe Unreal will be adding glTF import (if they haven't already). 

    • Like 1
  5. I don't know that, frankly, as I am just starting to learn Substance Painter (though not Designer at this point). I've been working in MODO for quite some time and am slowly transferring my work over to Blender in anticipation of v2.8's release. I work with another game engine and use glTF to bring in my models and materials. glTF makes it easy because there are simple rules for what channel is used for what.

    I think what I've seen elsewhere is the end-user typically exports out what they need/want to use, such as a texture (albedo), a normal map, and AO. Then, in the engine, they can create a new material and add their exported images to the proper channels (normal map image in the normal map channel, etc.).

    When a game engine imports glTF, for example, then it's up to the end-user to adhere to glTF specs. As long as they set things up properly in their 3D program, export to glTF, and if the game engine supports the format properly, then it's a smooth import from 3D app to game engine. 

    I'm just using glTF as an example here. Not a lot of 3D apps or engines are supporting it yet, but I prefer it. 

    Hopefully others will respond here and help to answer your question better than I have. 

  6. Typically they are exported as a single MATERIAL. Typically, in 3D modeling, a "texture" refers to diffuse color or albedo. Thus, a texture is simply the color channel of a material. So, in 3D modeling programs, albedo (diffuse color) would be represented by one texture (such as a photo of bricks). A normal map would be another channel represented by another image (the normal map image). Metallic would be another channel of that material and roughness yet another channel, but both metallic and roughness would be part of the same material. Does that make sense (it's late and I'm tired ;) ).

    So, one material to rule them all ( ;) ), but that one material can reference several textures (or image maps), such as diffuse/albedo, normal, AO, etc. 

  7. What I've commonly encountered is for metallic and roughness to be two separate channels. They represent two different things, so should each have their own channels. Something can be "rough" and not be "metallic". It's this way for glTF, in MODO, Substance Painter, and several other 3D and material creation apps. 

  8. Hello. I would like to see viewport modes, like 3D Perspective, Front, Back, Left, Right, Top, and Bottom tied to keyboard shortcuts. This way, when working with a viewport expanded to a single viewport, I could hit a keyboard shortcut to change it to another viewport. Yes, this can be down via right-clicking and accessing the Render View, but that's a lot slower than simply hitting a key. Many 3D modeling apps allow for this so that the end-user can work in one viewport. We already have a keyboard shortcut for switching between quad-view and single view, so adding this would really flesh out the editor, in my opinion.

    I'm personally not a fan of using the function keys for this (like F12 to swap between quad and full), but will take what I can get. ;) Some 3D modeling apps use the number pad's numbers to represent different viewports, allowing the end-user to swap between them with ease. 

    Thanks. :)

    • Upvote 1
  9. Are you talking about making one of the editor's viewports, such as the 3D view, the front view, etc., to be full screen within the editor? If so, there are several ways you can do this already. One is to right-click in the viewport you want to be full screen. A menu appears. Go to the bottom and select Single Viewport and that viewport will expand to full the editor. To return to the quad-view, just right-click and select Single Viewport again to uncheck it.

    You can also get the same thing by clicking the Single Viewport icon on the menu bar. It looks like a square with a smaller square in it with an arrow pointing up from the smaller square to the upper-right corner of the larger square it's within. 

    You can also achieve this by going to View>Single Viewport.

    Lastly, you can simply use the F12 key to swap between quad-view and single view.

  10. 5 minutes ago, Yue said:

    Try to go down from 100% to 75% or 50%, my current screen is 21 inches and my theory is that if it's too big the screen has to go down a little bit more. 

    Thanks, but I don't think that is a proper solution. If we publish a game with Leadwerks, I don't think it should be expected of the end-user to have to adjust their scaling in Windows. Fullscreen should just work. 

    • Upvote 2
  11. Thanks again, Yue, but this is not resolving my problem. My main screen is large, 3840x2160. My Nvidia Control Panel settings are identical to yours. Because this screen is large, I already had scaling set to 125%, but I had also tried 100%. It doesn't seem to matter which settings I use, Leadwerks will not go full screen. With Window.Center, it fills the screen from left to right, but the top and bottom show the desktop (or the Leadwerks editor). 

    I'm getting concerned about trying to develop my project in Leadwerks if I cannot figure out why I cannot run it in full screen.

  12. Thank you for trying to help, but this does not change anything for me. My Leadwerks tests all open fixed to the top-left and not full-screen. Leadwerks projects are the only ones that do this on my system. All other games open properly to full screen.

    Now, I do have a bit of a different setup in that I have two monitors. Even so, as stated, this has not affected any other games.

  13. 7 hours ago, Yue said:

    Hi, one of the things that fixed the problem in Windows was updating windows. And move all the possible settings of the nvida panel, especially the screen scale, although I'm more inclined to think about Windows updates. 

    Something that should be understood is that in the Main file, it is configured that when the game is launched from the Leadwerks editor, it always goes to window mode in windows, if on the contrary the problem persists when running the distribution of the program I would try as I mentioned before to update windows or look at the settings of the graphics card. 

    Translated with www.DeepL.com/Translator

    Hi and thanks for responding.

    Just for clarity, I am on Windows 10 and ALL updates are current. So, Windows is up to date. This cannot be the problem, then. 

    It's not the game being launched from the editor that's causing me an issue. Josh had already stated, elsewhere, that the game, when run from within the editor, is prevented from running full screen. The problem is that I had PUBLISHED my test level as a Windows EXE. When I run that EXE, it does not go to full screen. I'd also downloaded the free Bladequest game and when I run it, it does not run full screen, even though I have full screen set as one of the options. 

    I cannot see any Nvidia settings that would affect this, to be frank. And any other game I play runs in full screen without an issue. So, I am only having this problem with Leadwerks games.

  14. Nope. I'm getting the issue, too. Leadwerks will not open full screen on my PC, either. I published a test scene and ran it and it looks like yours (your screenshots at the top of the thread) where it is slammed up against the top-left, leaving a gap at the bottom and right side. This is with me running v4.6, btw.

  15. Hello!

    I've been slowly moving from my old 3D modeling app to using Blender, so I am in a learning state. I've been testing exporting base models from Blender into Leadwerks to get my art pipeline nailed down. After learning how to get FBX files from Blender into Leadwerks textured, the next step was to get objects from Blender into Leadwerks at the correct size! This took me a little bit to figure out, but was actually pretty simple to setup and understand once I got there. So, I thought I would share my current Blender setup with all of you just in case it might be helpful to someone.

    What I wanted to achieve was a grid and scale in Blender that matched the default grid in Leadworks. My goal was to create a "unit" cube, exported from Blender, that would match a cube of the same size created in Leadwerks. In Leadwerks I created a cube that was 256cm x 256cm x 256cm. This would perfectly fill one default grid square (with 8x8 smaller grid divisions per default grid). I wanted a 256cm x 256cm x 256 cm cube, created in Blender, to be the exact same size in Leadwerks. It took some fiddling, but here is what I set in Blender to make it all work:

    Press N to open the right-side panel, go to Display and change the following settings for Grid Floor:

    - Lines: 16
    - Scale: 0.64
    - Subdivisions: 8

    Go to the Scene tab and go down to Unit Presets:

    - Length: Metric
    - Angle: Degrees
    - Unit Scale: 1.0

    When exporting to FBX, the only change you'll need to make is to set SCALE to 0.50, otherwise the model will come in twice as large. Remember, the goal here is to have the geometry the same size in Blender as in Leadwerks.

    The Grid Floor settings create a grid like the one in Leadwerks. Since game engines typically like things in a power of two (2, 4, 6, 8, 16, etc.), most game editor grids have only 8 subdivisions. 16 lines gave me four complete "main" grids to guide me. You can increase this to make them larger, but I would do so by a power of two. So, since it's at 16 right now, the next step would be 32, etc. A scale of 0.64 allows a cube, for example, to be created at exactly 256cm (2.56m), matching the size of the one in Leadwerks and exactly filling one main grid square. With this done, the base cube imports into Leadwerks at exactly the correct size and snaps perfectly to the grid. 

    Now, I am sure there are other ways to do this. My main goal was to get a same sized object out of Blender and into Leadwerks. This way I can work in Blender, creating level pieces, and knowing that they will work correctly in Leadwerks with it's grid system and with any pieces I create using Leadwerks CSG shapes. 

    I hope this helps someone. I know I had a heck of a time trying to find help with this via a Google search, so I had to experiment and come up with my own way. Perhaps this will help someone and keep them from having to pull out their hair. ;)

  16. Hello. I would love it if there were an option to "link" the ortho viewports (top, left, back) so that if you move the view in one, the others move, too, keeping the same focus. That way if you slide to a particular area in one view, the other views would go there, too. This makes it easy to move to an area in one view and edit in all ortho views. This could be a feature that can be turned on/off by the end-user. I've used something like this before, years ago, in another editor and it was really nice. 

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