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SpiderPig

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Posts posted by SpiderPig

  1. Yeah the UI needs attention.  I just threw it together so that I could use it.  There are many bugs, I'm actually working on this right now.

    1. I did think people wouldn't like entering their steam info.  It doesn't have to be used, but I do use it.  At the very least I could still manage the steam sdk and just have the user input their steam details into the command prompt that show up, as they'll have to do that anyway to upload.
    2. I forgot to remove a couple of options;
      • Everything - should package the entire game folder into one zip file and move it to the export path.
      • All folders - should package all the folders within the game folder into one zip named "data.zip".  E.g. The publish folder should contain Data.zip and MyGame.exe as well as any DLL that is needed.
      • All Files - doesn't work atm
      • Separate Folders - Keeps all the folder hierarchy within the game folder but will package all files within that folder. (If this isn't working it's a bug, it works for me)
        • Steam may have changed now... but when I made this it was needed for making small downloads for any updates.  I found that if I had one large package (1GB or so)  even if I changed one file, steam saw that the whole package had changed so it uploaded the whole thing again and said there was a 1GB update for users.  Compressing each folders contents separately helped reduce that update size.
      • Separate Files - doesn't work atm.  I was thinking here it could compress / encrypt each file separately.
    3. It's using C#.  I probably will remake it with Ultra engine for those reasons.

     

    Thanks for your input! :)

    • Like 1
  2. It was thought for real-time recasting of terrain shadows.  Currently I disable all lighting for where there are shadows from the directional light.  But I'd like to disable the light only for the specific light source so I can get multiple shadows from multiple lights.  This way a point light could light up an area that is in shadow for a directional light.

    • Confused 1
  3. Discord for AdvancedProjectManager

    ProjectManager.zip

    I made this for Leadwerks years ago and have begun getting it ready for Ultra.  Currently it's designed for exporting your projects so that they're ready to share.  It can zip files and / or folders, it can encrypt and password protect them.  It can also manager the upload process to Steam.  It just needs your username, password, APP ID and DEPOT ID and it will upload it for you.

    Things to do;

    • Bug Fixes
    • Advanced management of project updating

    First thing to do is set the path to Ultra Engine and the path to your projects.

    AdvancedProjectManagerSettings.thumb.png.fabc07bfedfe171794869f45cf6ee024.png

    Screenshot

    AdvancedProjectManager.thumb.png.8ad4668d9c78c1fd2a78df01bd8c84ac.png

    • Like 3
  4. While putting together an example I have found something;

    When the trees trunks are white, the FPS is stable.  When they are black, the FPS is a sine wave going from 90FPS to 280FPS and back and forth.

    It's hit and miss which one I get, obviously there are missing shaders and I think something it's not being set correctly by default upon engine load.  It's interesting how the terrain is black also, I have not assigned any material to this terrain.

    WhiteTrunks.thumb.png.05d82af71f255f578da06067ddd32deb.png

    BlackTrees.thumb.png.b9892e5e59b569ada3c1ce60891e261b.png

  5. I don't think this is the same issue as I've already posted about.  In this video the shadows seem to pop in sometimes as well as having sharp transition depending on what angle the camera approaches / backs away from the model.  In this project I've only copied the entire "Shaders" folder from the latest update.

    PineTree.zip

     

  6. My pine tree can be selected in the editor now.  :)

    I was wondering though, I can only select the model if pickmode is true in the material settings.  Is it possible to ignore this setting within the editor?  I mean, some models I don't want as pickable within my game but within the editor I'd expect everything to be selectable regardless of that setting.  I understand if it can't, just thought I'd ask.

    • Upvote 1
  7. The first image in this thread shows LOD3 with no shadows on the right because I disabled them for that model.

    What I'm trying to say is, should the shadow option in the material properties be removed if its a "per model feature" and not a "per material feature"?

  8. The attached model has LOD's.  If you disable shadows for LOD3, it won't cast shadows if you drag that LOD into the editor by itself, but it will still cast shadows as part of it's parent.  In the shot below you can see that LOD3 (a billboard) on the right casts no shadow but half the shadow of the tree on the left has the billboards shadow still.

     

    LOD_Shadows.thumb.png.8ee4f36d2e7d56a4b846fe38c67f92af.png

     

  9. If you have a model in the editor and then edit it in the model editor - like toggling it's shadow casting ability - upon saving and closing the model editor it will not update in the editor viewports until you move the viewport with the mouse.  Should it update when the editor is closed?

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