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Pancakes

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Everything posted by Pancakes

  1. I tried msconfig and disabled steam, realplayer, and other superfluous services. It seems that my explorer is more stable so far in the small bit of testing I've done. But I've lost all my performance gains. =( wth Example: Blender game engine scene went from 1500fps, down to 500 now. 3dCoat 16 million vox object went from 50fps down to 20. Leadwerks 5 mil poly scene went from 55fps to 22.
  2. Hello, I was having some trouble with my computer. Explorer hangs a lot and the file system seems to have a problem. I could handle the occasional hang until Leadwerks started causing my system to freeze without an error message. So anyways windows doesn't find a problem, my anti virus doesn't find a problem so I just start doing stuff. I deactivate Aero, and install new gpu drivers. Good news Leadwerks performance is increased by some 20-25%. But system still has the same problems. So I ran CHKDSK and it said harddrive was 100% fine. I looked at defrag, and my scheduled weekly defragmentation has my harddrive 0% fragmented, but I ran defrag anyways manually. I test out Leadwerks, now Leadwerks editor and in game runs at 3x-4x the fps it did before! In the editor it runs at real time, but when I press play it all slows down to .5 speed. And my computer's windows explorer is still hanging. I have no idea what is going on here. But I'll say that the desert high way level used to run at 46 fps when I had full screen 1680x1050 with all effects on. Now it runs at 206fps. It is probably not a GPU problem, because I have 2 GTX 275. And I have swapped them out, to run them individually and they both seem to be working fine. And their fans seem to be running okay. I have a 5 million polygon scene running at 55 fps. Okay... right now every 3d app I have is running 2-4x faster. But whenever I enter the game mode of Leadwerks editor the fps stays high, but the app speed seems to be running in slow motion kind of likd bullet time. I tested out 3dCoat and it's like 3x faster, blender game engine is 2x faster.
  3. i understand your position but you could try trusting us. Also you promised videos but I don't see any.
  4. this thread is like the Rick and Aggror clubhouse
  5. I would give feedback but I don't have a download link
  6. u runnin with administrative rights?
  7. Nakama - Japanese for comrade, friend, ally, gang, loved one etc. That is how I feel about the software that people use that allows them to do what is otherwise improbable or impossible. That's how I feel about Leadwerks Engine, Blender, 3dCoat,Renoise, ADN Material Editor, etc. They are not tools, but they are my nakama. With the latest addition of Genetica I feel like I have an ensemble of software for game dev now that is stronger than ever. For the longest time there was a gap as far as software is concerned (also in skill) in regards to how I could get texturing done. In the past I would use 3dCoat and Paint.NET together. They are really good. But I was looking for something that could give me precise features and control comparable to that of photoshop without actually being photoshop. I think the combination of 3dCoat, Genetica, Paint.NET and Gimp are more than what I was wanting. They are wonderful, and their learning curves are not to be underestimated either . For a while I had been confused about HOW to best go about game assets even in regards to just workflow itself. Before I had relied entirely on Blender. But over time things have changed and I've found more nakama. So here is my software team: 3dCoat ADN Material Editor Blender Genetica Gimp Leadwerks Engine Paint.NET Renoise Sculptris sfxr To be honest I'd honestly never felt comfortable with the Leadwerks workflow.The main thing that I despised was dealing with materials. But ADN Material Editor has changed everything in regards to how I can import assets into Leadwerks. Now the import process is a breeze. And as awesome as it is I am still looking foward to the node system of Middlewerks as well as the ability to arbitrarily name surfaces. At the end of the day, I think I'll end up using them both in slightly different capacities. Also, over the weekend, I finally had a feeling of being at ease with the Leadwerks pipeline and basic workflow, thanks in no small part to Aggror and Icare and my game dev software nakama. I can't overstate how cool ADN really is for me. It allows me to make materials, and get visual feedback right away. And then also with my rhudimentary scripting skills taught to me by Aggror, Rstralberg, Macklebee, and the others I could make my way through the editor. So this weekend, I finally felt like I wasn't just tinkering, but I felt like I was actually grounded in the Leadwerks process. And it was the first time that I felt that way I think. So, hurray. Also I'm still working on the modular tutorial. Below you can see a test scene where I was using a cube, an arch, and some stairs, to build a rough buliding. It is a test scene where I've been doing testing. I will begin on the real tutorial scene. I will probably need a bit of time to learn more about 3dCoat and Genetica. Anyways - I'm also loving the autotopology feature in 3dCoat and I tested it out on a sculptris mesh and did a bit of painting and thanks to ADN got it into Leadwerks in a very clean process. In other words, those are low poly character meshes that were autotopo'd in 3dCoat. Therefore the low poly mesh was created in about 60 seconds of me drawing splines. Anyways that's it. Hopefully some substance and gameplay by November for my demo.
  8. If Linux users are so smart, why haven't they made their own Leadwerks Engine yet Maybe they should strive to make a game engine that Windows users have to beg to get a port of. Pull yourselves up by your bootstrap! This is America /devil's advocate
  9. 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.
  10. auto convert file type to .dds mannnn you are the best!!!! You are making everything better about Leadwerks materials! I will send you a modest donation if you have paypal
  11. Pancakes

    Week 2

    I would still look into using blender in some way. You could have PTEX and sculpting and animation all done inside of your editor maybe... at least it's worth a serious look. I think you'd be able to change the interface into anything you wanted. You could design it so it's free. But of course the free software wouldn't work without being connected to the commercial Leadwerks SDK. Having access to blender functionality would mean that the groundwork for lots of features like baking light maps in the editor itself would be possible as well as one hell of a cinematic editor.
  12. Pancakes

    Week 2

    I'm a big fan of stage 3
  13. Well... won't the flowgraphs in 3.0 work for Android too? If so, it wouldn't increase support costs by much I wouldn't think.
  14. Download the ADN material editor. http://leadwerks.com/werkspace/index.php?/topic/2550-adn-materials-editor/ Makes things muuuuuuuuuch easier. With this material editor you can place the spec in the alpha channel of the normal map. OR You can just load a seperate texture for the specular map. Very convienant. You see in 3dCoat, there is an option to save teh specularity to the alpha channel of normal map so it's really simple for 3dCoat owners to do that. However, without 3dCoat, I would have to use plugins in programs like Paint.Net and do it manually. But with ADN material editor you can choose to do it either way you want.
  15. Yeah that's cool! Blender Game Engine has this built in too. Hopefully Leadwerks 3.0 can have some sort of Zbrush GoZ equivolent in it that's compatible with every program under the sun.
  16. are you going to put cars on the street and other such vehicles - looks great
  17. Pancakes

    Day 1

    it will cost you the blood of your first born calf
  18. Pancakes

    Codewerks

    if anybody is going to make a language that can rival C++ and the others it's going to be someone like Josh and Annika and Co
  19. Pancakes

    Day 1

    hm good timing I was just about to start paying someone else for flowgraphs, or maybe it was just bad timing on my part huh
  20. ah okay thanks, the problem was that sometimes the materials option doesn't show up under the appearence tab, even when it had shown up before for the same model. For instance I placed cube into the scene, then used the class script to assign a material, saved the scene, and it all worked. When I opened the same scene again, the material is still successfully applied but the materials is no longer showing up undedr the appearance tab. In fact it doesn't show up at all. Well that's half the problem the other half is that sometimes for some reason my .obj files were exporting without materials Well anyway it's pretty weird, but at least with ADN material editor by Icare it's a whole lot better than it would be otherwise at least for my situation. Maybe this was an old bug that has already been fixed. I am still using 2.31 because I prefer the SSDO and I still can't figure out how to move the SSDO to a newer version
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