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SpiderPig

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Posts posted by SpiderPig

  1. 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
  2. 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

  3. 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

     

  4. 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
  5. 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"?

  6. 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

     

  7. 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?

  8. Don't really see a problem with any of these stats.  Besides the FPS that is.  It gets down to 90 for a second or two then back up to about 200 for a bit.  I wish I could use FRAPS to verify the FPS but it doesn't seem to work with ultra.  It decided to work now.  FRAPS confirms the FPS is correct.

    Performance_001.thumb.png.23f11f2a0cae028e8352f5cf7f558f12.png

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