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tjheldna

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Posts posted by tjheldna

  1. 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.

    • Upvote 1
  2. 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.

    • Upvote 3
  3. 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.

    • Upvote 2
  4. 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.

  5. Thanks all,

     

    There will be at least 2 characters to select from, the one up above and a female character which I just started tonight. At this stage I believe there will be more unlock characters of the squad with their own unique weapon.

  6. 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"

    post-5086-0-78903200-1448763712_thumb.png

     

    Thanks.

    • Upvote 5
  7. 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.

    • Upvote 2
  8. 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

  9. 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.

     

    post-5086-0-15412500-1446930742.png

     

    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

  10. Thanks xtom, glad you like it, we haven't stopped working on it, and have progressed at a steady rate. When the next lot of features and art are complete we will submit another update.

  11. Oh Smash TV what a classic.

     

    @Josk Most of what you mentioned are on the cards as well as scenery destruction, vehicles, boss fights to name a few. lol your signature!

  12. Thanks for all the comments all and I'm also seeing the leader board fill up.

     

    Josk I think you can be the first to be induced into the Elite Cobra Squad with the high score of 6000, wear that head band with pride soldier.

    • Upvote 1
  13. Presenting Rick and Tim's Halloween game contest submission "Cobra".

     

     

    Do battle coin op style with your one man army defeating all enemies in your way. Have you got what it takes to be the top Cobra Squad member on the leader boards?

     

     

    • Upvote 3
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