Jump to content

tjheldna

Members
  • Posts

    938
  • Joined

  • Last visited

Everything posted by tjheldna

  1. Now that I checked I bought it in 3.5 also so snap! I'll checkout the new modeling system soon.
  2. I got the email last night......joy.....can't wait to test out and learn the new modeling tools. I can't believe I bought zBrush in R2 and never paid for an update.
  3. Hi Gamecreator, if you create a text file and list your animations like this: Idle,0,100 Run,101, 120 ......etc You can import that file into the model editor and recreates the anims for you.
  4. Doesn't appear to make any difference to the weirdness, obviously model edges look nice and sharp.
  5. I think I was using the latest, but I cant be sure It was downloaded via steam and I did do an update when ssdo was released. I think ssdo it was the last one added in the stack, but I did try adjusting the order. The screenshot I did only had ssdo applied also. Thanks!
  6. Hi Shadmar, Just thought I'd post about the ssdo shader and thanks for doing it btw. Mostly the shader is working however I'm getting this weird glow effect around some objects, but not all. The character gets it mainly. I removed all other shaders from the scene and only the ssdo one is left in the screenshot. Here is what I'm seeing any ideas about what's going on? Many Thanks!
  7. tjheldna

    Dead Anyway

    It's fine YouGroove, other peoples opinion is very useful. -Are houses just abandoned or wrecked ? because interior are very clean , no dirt, no damage. I definitely will give all the textures another pass. I'm going for quantity not quality atm. There is also a lot of detail about the game we have not given away yet too, and I don't want the houses looking in too much ruin as they were abandoned not destroyed. - Road texture is too bumpy, not enough flatten normal map to look more road (you could add variation and damage later with incoming LE3 decals). The road texture is painted on via a terrain texture. It's something that will more than likely change when I look into my options. - Why there is not White lines on the road (perhaps grunge or damage white lines) It's only a side street, no lines needed for this road. - Street corner are very angular What I plan to do with the side walk is to create it all in LE and export it out. That way I can redo it in Modo and have the correct scale I need. - Bushes on floor looks up scaled with non detailed texture and look very low poly , more polygons ? I'd probably have to disagree on that one I don't want to go too high for anything other than characters and weapons. Thanks for the feedback all!
  8. tjheldna

    Dead Anyway

    Once a thriving small town population of five hundred now lies silent and in decay as if all life vanished overnight. Overgrown gardens, peeling paint, every creak, and moving shadow beats your heart with adrenaline as you wearley walk down the main street. You are not alone here, the hairs on the back of your neck make you sure of it. You continue walking, as the fear of the unknown is overcome by the desperation to gather supplies and find shelter. It doesn't matter, I’m dead anyway. For the past twelve weeks or so Rick and I have been collaborating on a game project prototype. The project really hit the ground running starting out by fleshing out an idea of a game, storyline ideas, code and model requirements, quests, etc and have been working on a prototype ever since. Rick has been leading the coding side with various features that will be needed. Some of the big ticket items included a Diablo style inventory system including looting; asset management so we are able to get all the detail so the game will scale to what we need; many more unsung features. I have been working on the asset side of things without spending too much time on an individual objects as there is a lot to create, even in terms of a simple prototype. Already we have had our fair share of setbacks but also a fair share of successes too. Here is a first look what we have accomplished to date. Needless to say it’s all in progress. Thanks for viewing. R&T
  9. When you right click the Viewport->Render Mode it would be cool if there was a Textured + Lighting + Post Process. So Textured + Lighting won't show any post process effects in the viewport. This would be so I could have all my post process shaders set in the root entity and be able to turn the post process off while editing the level without effecting runtime. Cheers!
  10. I totally agree, like I said the ways of the past have been rectified and each house now is split into 3 entities only now: external walls, internal walls and roof and only have the internal walls + props appearing on a house when the player is within a certain distance from it. I literally tried every possible way of creating the house models to find out what was the most effective way of doing it and what we can get away with for the size of our project so we are not coming to grief when we are too committed and it's too late. I get this probably wont happen, but it's the suggestion box so what the hell.
  11. Thanks for that, but i'm on the beta already and don't mind actively testing. I'll always do a report if I notice something fishy.
  12. Some sort of zoning and portal system to occlude unnecessary entities is well needed in this engine, something like in C4 and I think Unreal use it to for memory. I've created an almost identical scene in the C4 engine which makes very good use of these techniques and I can fit a comfortable 250 (300 but frame rate suffers) house models on screen at once. Even still if house models start to be occluded by zones etc frame rate is fine. I still have the option for LOD and did no texture compression. The same house model and interior in C4 I only get 80 - 90 house models on screen at once, which then crashes Leadwerks. I know we experimented with some dodgy house setups in the past as seen in some other threads, but this has been rectified now. I'm just thinking ahead and all about performance to handle the load as our scene gets bigger. I just don't think onscreen occlusion (whatever it's called) and distance culling is enough. I want to see optimisations that make this engine purr. Don't take this the wrong way as I know mentioning other engines is never popular, but I felt this needed to be said as it's a close to straight comparison as I can get and the vast difference been playing on my mind ever since. Cheers
  13. In all my projects tested memory was increasing (viewed in the resource manager under working set) until finally you get a lua our of memory error and the game crashes (takes ages). This was common between all my projects C++. Created a fresh project and the 'working set' field stays static, changed that default cube to be a character controller and memory starts going up and continues to in the 'working set' field. Cheers
  14. I created this for a character hair else it just stays there while the rest of the character animates, quite funny to watch. This belongs in the animated folder, there is only 1 or two lines different to the original. diffuse+normal+specular+alphamask.zip
  15. Check ya Skype Rick, I've sent you the original PropertySheet.props with your settings. It was my doing that it's not finding that anymore so I could compile. Catch
  16. I'm using a single character controller with nothing else on screen except terrain. At character resting i'm getting around 210fps. As soon as the character moves through the navmesh I'm going down to 160fps. As soon as I stop the character it goes back up to around 210fps. Is anyone else seeing this issue, by using context:DrawStats(10, 200, true); ? Is this a normal drop or is something possibly wrong. I don't recall getting this kind of drop before. Cheers!
  17. Just wondering is there a way to add other file types? Projects I work on use sqlite databases for some data saving for example. Is there a way to add some custom files that the publisher wont recognise?
  18. Hi Josh, Just wondering if these two things above are going to be added? I would like to know either way as I would hate to have to redo all the prefabs if the feature is added and I'll hold off. At the very least some sort of error/warning if this occurred as it is possible to do it in the editor. Cheers!!!
  19. This appears to no longer be an issue, seems to have resolved itself, did update the project so maybe that had something to do with it. I'll keep an eye on it.
  20. Hi Josh, The navemesh generated in the below map crashes when you run it. In the editor it appears fine.
  21. Hi Josh, The navmesh when viewed in the editor appears lower than the wireframe.
  22. Don't forget I've created this GUI system for the C++ users. http://www.leadwerks.com/werkspace/files/file/537-tjui-31/ I've actually optimised it a hell of a lot since this build so when I have a sec I'll update it.
  23. You need to turn on the texture lock feature CTRL + L before you move it.
  24. Hi Josh, This is a random test map just designed to crash and serves no purpose other than that. I rigged the level so it should crash when opened. It's not a functional level as such, it's more stress testing to try to see what is possible as what we plan to do is a pretty reasonable scale, and in doing so I thought I came across an issue in the engine which is this crash. The way we were creating houses is totally different now and not in little pieces, where I came across the issue. Cheers
  25. Hmm thinking about it, already blown a bit of cash on the other sales around though.
×
×
  • Create New...