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Michael Betke

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Posts posted by Michael Betke

  1. I experienced this issue some times before.

    Small plants or medium sized bushes got black billboards. This is ok for plants but not wanted for bushes.

     

    Furthermore the alpha is a bit off some time so I get a pixelated view.

     

    This is an example of a shifted billboard from a large model.

    The thingie in the air is the billboard. The other one is the bush. The model is a little bit higher as the player.

    post-6-028568900 1281895704_thumb.jpg

     

    Its very strange. My corn model has good billobard but this large bush not.

     

    What are the things I have to take care of?

  2. I tried to use 2.32 but the map crashes instantly as soon as I try to paint/sculpt terrain without error.

    Never experienced this issue before and all worked well with switching level files via different versions.

     

    The main problem with the bug I'm facing is as soon as I hit save it seems to save something. When I clode the program it asks me to save again. If I press "yes" it starts to save but crashes then...

     

    This is what the .log tells me if i try to paint in v2.32:

     

    Warning: Uniform "flattenheight" does not exist in shader.
    Warning: Uniform "heightmapsize" does not exist in shader.
    Warning: Uniform "imagesize" does not exist in shader.
    Warning: Uniform "channelmask" does not exist in shader.

  3. It happend again!

    I saved all few minutes and it seems the editor doesn't save properly after pressing "save" in some cases but works without flaws.

     

    So I overwrote my second backup directory with a faulty version.

    Now ALL vegetation and texture layers are GONE!

    PLUS my Backup!

     

    This is so ****in up. I'm really upset. How can such a bad tested version be releasedd? This is a SEVERE bug.

    Am I supposed to keep dozents of folder with a complete level backup and have to check everytime if the editor saved my level properly?

     

    This can't all be true....now I can contact my client and tell him his work won't be finished in time which will likely cost me follow up jobs.

     

    The .sbx stopped beeing saved at this point:

     

     

    Terrain {

    altitude=100.000000

    resolution=4096

    meterspertile=1.00000000

    hiddentiles=0

    basetexture="terrain_lashkargah_overlay_4096.dds"

    }

     

    All vegetation and texture stuff after this is not present in the .sbx

  4. I'm so annoyed and upset. I lost hours of terrain painting, vegetation placement and road placement because of an Access violation during save!

    This happens not the first time and its the worst what can happen. I do daily backups but don't have time to backup before every save.

     

    Due the lack of a little feature named "Undo" I have to save very often during work and can't mess around in my folder to do hundereds of autosaves.

     

    I have tight deadlines and I can't do my stuff over and over again in such situations. What should I say my clients?

    It's so silly that such a great engine doensn't have essential and industry wide established features like an autosave or undo.

     

    I can life with unpolished software as long as it doesn't affect my business but seeing my .sbx files saved not completly in a standard save situation is ridiculous.

     

    I can't even merge the two .sby files because of the road system in the .sbx too - with a non-text format. Well done!

     

     

    (Now that I wrote my upsetness away I calm down and get back to work)

    • Upvote 1
  5. I really like it. One thing I noticed is the first wire segment right beside the node. It seems to not hang like it should and looks a bit like a fishing pole. The previous version had them hang correctly.

     

    post-6-087847800 1281367232_thumb.jpg

  6. Material editor will be same interface as material in 3DS MAX, and will be use same techniques and same Leadwerks GLSL shaders to export.

     

    Best news about. :)

     

    I hope to see this editor finished. Quite some tools were presented but never finished from various people.

  7. Thanks for your response. I have to dig deeper into it but need to finish two jobs before. :)

     

     

    All I did was to export a scene into one .ase, saved out the scene in prelight, loaded in purelight and only got a grey viewport without anything in it.

    Before using .ase i tried .dae three times which gave me loading errors in prelight.

     

    All in all Purelight seems to be very well documented so I don't want to call it bad. I just need some more time. :)

  8. The thickness is nothing more than a multiplier, I can also make the multiplier go below 1 to make the cable less thick.

    This would be very helpfully!

     

    - Do I have to set up both nodes in the same way, or is one node enough?

    There's always two nodes needed to create a line, and they need to have an incremented number, e.g.: cablenode_3 + cablenode_4 will create a line between those two.

     

    I was refering to the values. Like I place two nodes and enter my settings in the first of the two nodes.

    Or do I have to place, write values to node1, then go to node2 and enter the same values to make it working properly.

  9. I checked the cable and it works very good so far. :lol:

     

    There are also some flaws with the node. If I move or delete a ode it seems I get two wires for some reason.

    If I delete two nodes the wire is still present in the editor.

     

    Do I have to set up both nodes in the same way, or is one node enough?

    I assume if I export a thinner model the value for thickness will make more sense?

  10. I tried your first cable download. I'm out at the moment so I cant try your lates version now.

     

    One important thing is some kind of iteration to the model. Like a spline.

     

    For example:

    I want to connect a house with my electricity pole. So I need two points. A and B.

    If I connect them I would get a straight line. But a wire is hanging a bit.

    To solve this I would need to place lots of nodes and place allign them each. This would take a lot of time.

     

    I would prefer to place the two nodes A and B, open properties, define the number of sides, and a "hanging" value to define the bend value of my wire. A "bend shift" to have the lowest point a bit more left or right would be the ultimate bonus. I think this would be the best wire/cable feature for most peoples needs. :)

     

    But like I said. I have no idea if it's possible.

  11. I need someone who can do a .lua based solution to place cables or wires in the editor.

    This function is needed in for a project I'm working on. I need to do lots of power-cables and can't do them in 3dmax because of the irregular and modular layout of the project.

     

    Maybe someone can do something which uses the road system and I can place "cable_nodes".

    The wire which needs to be places should be 3-sided and have the ability of adding a material to my cable/wires.

    It's no need to have them physical interacting.

     

    Is it possible? What would it cost? If someone will do it for free and offer the community I would donate of course. ;)

     

    I need this done in approximatly two weeks.

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