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Posts posted by gordonramp
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v 3 is going to have weather and sky and much better water. that alone is worth an upgrade as far as I'm concerned.
Same here, at the moment my terrain scenes are a little static. Some moving sky with day/night and the occasional squall coming through would make things very realistic.
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Yes Aggror, confidence is restored and the world makes sense once more.
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Can't comment on your scripting problem Mac but yes painting terrains is now fixed.
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Glad I'm not on my own with this. Have filed an error in the Bug Tracker.
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Thanks Michael. This is rather frustrating. I can only assume that there is a bug for my particular Video card. I could go back to a previous version. Not sure how to proceed at the moment.
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No, It's a clean install. Just what arrives from Josh. None of my stuff at all. I've tried the SDK in C:\ and in C:\Program Files. The default download is to
C:\Leadwerks Engine SDK so that's where I've been mainly testing it. The examples work fine but I'm unable to use the Editor to paint a new terrain.
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Hi diedr,
Just updated again. There was a change to the Editor but it hasn't made any difference. Still the same error on Mouse Up. So I did a clean install to another computer. Similar video card but running XP instead of Windows 7. Same result.
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Hi Aggror,
Here is the Editor Log... something amiss with the shader perhaps.
I have a clean install of the LESDK 2.4.
Latest Nvidia drivers
No other versions of the LESDK on the drive.
Leadwerks Engine 2.40 Initializing Renderer... OpenGL Version: 3.2.0 GLSL Version: 1.50 NVIDIA via Cg compiler Render device: GeForce 9800 GT/PCI/SSE2/3DNOW! Vendor: NVIDIA Corporation DrawBuffers2 supported: 1 32 texture units supported. GPU instancing supported: 1 Max batch size: 64 Shader model 4.0 supported: 1 Conditional render supported: 0 Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//query.vert", ""... Invoking script "C:/Leadwerks Engine SDK/Scripts/start/collisions.lua"... Invoking script "C:/Leadwerks Engine SDK/Scripts/start/fliphook.lua"... Invoking script "C:/Leadwerks Engine SDK/Scripts/start/globals.lua"... Loading shader "", "incbin::../../TerrainColorAndLight.frag"... Loading shader "", "incbin::../../TerrainColorAndLight.frag"... Loading texture "c:/leadwerks engine sdk/models/entities/light/directional/light_directional_icon.dds"... Loading model "c:/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf"... Loading mesh "c:/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf"... Loading material "c:/leadwerks engine sdk/materials/effects/invisible.mat"... Loading script "c:/leadwerks engine sdk/models/entities/light/directional/light_directional.lua"... Creating class light_directional Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/clearcolor.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//guide.vert", "zip::c:/leadwerks engine sdk/shaders.pak//editor/guide.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//pointentity.vert", "zip::c:/leadwerks engine sdk/shaders.pak//pointentity.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//guide.vert", "zip::c:/leadwerks engine sdk/shaders.pak//editor/grid.frag"... Loading shader "incbin::../../selection.vert", "incbin::../../selection.frag"... Loading texture "incbin::noise.dds"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/leadwerks engine sdk/shaders.pak//lighting/directionallight.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/presets/postfilter_bloom_hdr.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/bloomblurx.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/bloomblury.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/depthblit.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/irisadjustmentblend.frag"... Loading texture "incbin::Arial9.dds"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//editor/generic.vert", "zip::c:/leadwerks engine sdk/shaders.pak//editor/sobel.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//terrain/terrain_flat.vert", "zip::c:/leadwerks engine sdk/shaders.pak//terrain/terrain.frag"... Warning: Uniform "layerblend" does not exist in shader. Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//terrain/terrain.vert", "zip::c:/leadwerks engine sdk/shaders.pak//terrain/terrain.frag"... Warning: Uniform "layerblend" does not exist in shader. Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//editor/terraintool.vert", "zip::c:/leadwerks engine sdk/shaders.pak//editor/terrainguide.frag"... Loading texture "incbin::../../terraintool.dds"... Loading texture "c:/leadwerks engine sdk/materials/terrain/desert/terrain_desert_rocksand.dds"... Loading texture "c:/leadwerks engine sdk/materials/terrain/desert/terrain_desert_rocksanddot3.dds"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//terrain/terrain_flat.vert", "zip::c:/leadwerks engine sdk/shaders.pak//terrain/terrain.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//terrain/terrain.vert", "zip::c:/leadwerks engine sdk/shaders.pak//terrain/terrain.frag"... Loading texture "c:/leadwerks engine sdk/materials/terrain/desert/terrain_desert_sandrippled.dds"... Loading texture "c:/leadwerks engine sdk/materials/terrain/desert/terrain_desert_sandrippleddot3.dds"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//terrain/terrain_flat.vert", "zip::c:/leadwerks engine sdk/shaders.pak//terrain/terrain.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//terrain/terrain.vert", "zip::c:/leadwerks engine sdk/shaders.pak//terrain/terrain.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//editor/generic.vert", "zip::c:/leadwerks engine sdk/shaders.pak//editor/terraintool.frag"... Warning: Uniform "flattenheight" does not exist in shader. Warning: Uniform "heightmapsize" does not exist in shader. Warning: Uniform "imagesize" does not exist in shader.
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I guess no-one else has noticed this. It's definitely an error. Other versions don't have the same issue. My system is very standard so that means version 2.4 is unusable for me. I must say, this does not inspire much confidence for the upcoming version 3.0. I expect it will be buggy also.
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Hi, Is anyone else getting an error like this.. When I create a terrain and select a base texture it applies fine but when I select a second texture and attempt to spot apply it, I get a 'Windows exception access violation' error on Mouse Up and the Editor crashes.?
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is a pile of junk
Why is it a pile of junk?
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Another great Lua Tutorial. Thanks Aggror.
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Nice..
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Fixed it.. I rotated the light by 90 degrees in the 'General' area of the Properties. It now displays on the terrain in a full rotation. Not sure what I would use this for but it's nice to have it anyway. Thanks for writing it.
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But what do you mean with 'the angle must be out'?
I placed the light above a flat terrain and as it rotated the light was only visible for 60% of the rotate.
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I've added a new zip. Can you test it out?
This works when I run it after setting the speed property to 1.0 then 'apply' but the angle must be out because only 60% of the arc gets lit.
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I'll put a little in here. The reason there are so few completed projects made with the LE is glaringly obvious to me. NO FRONT END. Over the last two months I've been looking around and apart from UDK which has the most amazingly indepth editor, Unity3d stands out as being so successful because with every compile it comes with an editable front end. The basis of every game is the ability of the player to set things the way they want to. Screen resolution, keyboard and mouse choices etc. Sound adjustment is also essential in the front end. In my opinion, if Josh were to include an editable Front End (In Lua) with the LE. then users would flock to it's use and games would be completed regularly.
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The SDK however comes with a fully completed GUI for Lua: boxes, dropwdowns, sliders etc.
Where is that in the SDK Aggror, I can't find it?
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Could be a way to do it explained here.. http://www.promixis.com/forums/showthread.php?t=4188
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Giving it a try..
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2.4 terrain painting error
in General Discussion
Posted
Working Ok here. I noticed there was another Editor and texture change when I updated this morning. Hasn't caused any problems so far.