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Posts posted by tjheldna
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Is there an easy way to make the water less transparent? I'm probably looking at modifying the shader right?
Cheers
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Have you set all the appropriate models view range and those models that dont move, shadow mode = static? Lights are set to Static+Dynamic+Buffered? Too many entities possibly?
Collapse can be used in the situation where I exported a model that has a number of children and you can collapse them so it's only one entity e.g. I create a building model. Window frames are all separate entities in the modeling program so there might be say 20 separate entities when exported. Collapse will turn all those separate entities it into 1 single entity.
Things I have checked in the past...
- Once I noticed a considerable fps drop, turns out 1 texture was 64mb in size and when drawn to the GUI dropped the fps. Just do a *.* search on the models and textures folder and sort by size. Just to make sure there is nothing too big. Its funny the actual source image was less than a MB in this case.
- CSG brushes used as triggers. I used a lot of these and used the invisible material on it. Make sure the shadows on that brush are set to none, else the shadow calculations will happen too often and drop your fps. I think Josh did look at that a while ago and may have put a safe guard in, I cant remember.
- Check all the things like draw distance, shadow modes etc, go over each node one by one
- If you have a lot of modular pieces, I would advise to combine them in your modeling program and export that. Piecing modular bits together in LE will create too many entities. If you export with all separate modular entities, this is where the collapse feature will shine and turn them into one entity.
- Check that only things like lights and characters have the 'occlusion culling' checked.
Hard to tell without looking at it. Hope this helps you locate the source of your problems.
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The problem is very visible to me using Modo. If I export with a scale of 0.01 (m to cm as Modo is in meters) LE for some reason does not recognize the scaling on export so I need to resize in the in the model editor and reload the map every time I do an import to the vegetation system.
I know it's getting a bit OT but the exports from Modo with the scaling work in other engines but not LE.
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Also if you re-add a layer where an existing layer once was but was deleted, the painting is remembered from what was previously in that slot where I would think that would be starting from a clean slate.
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I noticed this a while back but forgot to do a report.
If you update a texture and the texture is used as a paint layer it wont update till you edit the terrain in some way or reload the level.
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If I make a change to a model which is in the vegetation layer, from either externally or the model editor (like resize) the changes wont take effect until I reload the level.
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In the latest beta I added 3 layers of vegetation.
1 grass1
2 grass2
3 palmTrees
- I delete layer 2 all the layers stop displaying till I reload the level.
- When I reload the level the palm trees are now painted where the previous grass2 layer was painted. The layer 3 painting are seemingly gone now.
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Rick and I have kept a bit quiet with this for a little while now but behind the scenes we have really been working hard.
We both agree that we want to keep working on this title and have had some really cool 'wins' of late that we would like to share.
We have come up with a studio name of 'TR Indie productions'. We have had 1 logo design back and we are really happy with it. We have another designer working on it too, so we are yet to see and make our final decision.
There have been lots of progress with plot (as shallow as it is being an arcade style game).
Steam Greenlight page has been started, however this wont be made public just yet.
Functionality improvements with the scene starting to be more reactive to explosions, and shooting; level changing.
New first level created to reflect story line.
Many new models created.
I have been working on the main character design and we decided to go for a more cartoonish feel. At the style first was a bit foreign for me, but have had a blast creating him.
The first of one of the playable characters near completion. His name is no longer "Soldier01" he is now....
"Sgt. Jack Grind"
Thanks.
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I wouldn't let this issue overshadow the entire engine, keep with it
I remember posting about this ages ago, was pointed to creating a pivot and parenting. Good workaround but that's what it is, a workaround. The engine is missing features like the ability to be able to rotate about the center of the selected and to forget proper rotation/scale gizmos to name a few.
I know we are getting some sweet new features on the horizon which I'm really looking forward to, but would be cool to have a few of these smaller, seemingly perpetual issues addressed which effect the day to day of working in the editor. I guess Its hard, these features don't sell an engine.
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Didn't realise it's been done before, I'll check it out, thank you.
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Cobra has a new build available int the workshop.
http://www.leadwerks.com/werkspace/page/viewitem?fileid=546727133
Changes:
- Added Grenades and Grenade pickups and explosions
- Rolling dodges bullets
- Can now shoot enemy bullets
- Many new model and level optimisations and additions
Looking forward to any comments or feedback.
- Added Grenades and Grenade pickups and explosions
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Hmm I've only been coping from the post process folder, strange. I'll give it another shot with your suggestion.
Cheers
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I'm trying to convert this shader to leadwerks, but cant quite get there. Here is the original shader code.
#version 330 layout(location = 0) out vec4 out_color; uniform vec3 light_position; uniform vec3 eye_position; uniform sampler2D texture1; //can pass them as uniforms const vec3 DiffuseLight = vec3(0.15, 0.05, 0.0); const vec3 RimColor = vec3(0.2, 0.2, 0.2); //higher gamma to get a darker image const float gamma = 1.0/0.6; in vec3 world_pos; in vec3 world_normal; in vec2 texcoord; void main(){ vec3 tex1 = texture(texture1, texcoord).rgb; //get light an view directions vec3 L = normalize( light_position - world_pos); vec3 V = normalize( eye_position - world_pos); //diffuse lighting vec3 diffuse = DiffuseLight * max(0, dot(L,world_normal)); //rim lighting float rim = 1 - max(dot(V, world_normal), 0.0); rim = smoothstep(0.6, 1.0, rim); vec3 finalRim = RimColor * vec3(rim, rim, rim); //get all lights and texture vec3 finalColor = finalRim + diffuse + tex1; vec3 finalColorGamma = vec3(pow(finalColor.r, gamma), pow(finalColor.g, gamma), pow(finalColor.b, gamma)); out_color = vec4(finalColorGamma, 1);
Here is my attempt
#version 400 uniform sampler2D texture1; uniform bool isbackbuffer; uniform vec2 buffersize; //Inputs in vec2 ex_texcoords0; in vec4 ex_color; in float ex_selectionstate; in vec3 ex_VertexCameraPosition; in vec3 ex_normal; in vec3 ex_tangent; in vec3 ex_binormal; in float clipdistance0; const vec3 RimColor = vec3(0.2, 0.2, 0.2); const float gamma = 1.0/0.6; uniform vec4 lighting_ambient; out vec4 fragData0; //Could possiibly be uniforms to control the effect const float EdgeWidth = 0.3; const float EdgeIntensity = 2.0; const float NormalThreshold = 0.1; const float DepthThreshold = 1.9; const float NormalSensitivity = 0.5; const float DepthSensitivity = 0.1; void main(void) { vec2 tcoord = vec2(gl_FragCoord.xy/buffersize); if (isbackbuffer) tcoord.y = 1.0 - tcoord.y; //Get diffuse color vec4 scene = texture(texture1,tcoord); vec3 tex1 = texture(texture1, tcoord).rgb; //rim lighting float rim = 1 - max(dot(ex_VertexCameraPosition, ex_normal), 0.0); rim = smoothstep(0.6, 1.0, rim); vec3 finalRim = RimColor * vec3(rim, rim, rim); //get all lights and texture //vec3 finalColor = finalRim + diffuse + tex1; scene.rgb = finalRim + scene.rgb; vec3 finalColorGamma = vec3(pow(scene.r , gamma), pow(scene.g , gamma), pow(scene.b, gamma)); //Render fragData0 = vec4(finalColorGamma, 1); }
I'm positive the problem lies in this line
float rim = 1 - max(dot(ex_VertexCameraPosition, ex_normal), 0.0);
Anyone know where I'm going wrong?
Cheers
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Either of those options fixed the border from appearing, I'll leave on compression I think and set it to Pixel. Thanks Shadmar
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I'm getting a strange border around the decals. Is this a bug or do I have incorrect settings somewhere?
Cheers
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I'm creating a prefab with multiple emitters to form an explosion. All the particles use the sprite sheet feature.
When the emitter is placed directly in the level the sprite sheet plays properly. When placed in a prefab and loaded in code the particles texture displays the entire sheet and not play through the sequence.
As you can see in the red square. each of those dots is a section on the sprite sheet. In the particles I've set the uv animations to 4 and 4 anim cycle 1 and double checked the settings are correct.
Cheers
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Thanks Shadmar
Still waiting on substance support...
in Suggestion Box
Posted
Got the full version of Substance a while back now and can't do without it these days and I know i've hardly scratched the surface of it's full potential. Really think this will be beneficial, get your logo on their clients page! Is there any chance this could happen?
When I create a new project for Diffuse/Normal/Spec it is Substance referred to it as 'old gen' and makes me sad.