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Andy Gilbert

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Everything posted by Andy Gilbert

  1. From a clean install of leadwerks 3, if i add a 1024 terrain 3 layer, a few models it roughly takes 5 - 6 mintues for my project to start. In debug it struggles to run at all, as a release it runs after 5 - 6 minutes of a white window (as not responding). Everything in editor is smooth with realtime renderer showing 250fps (with the terrain?)? Leadwerks 2 used to run about 25 - 40 fps with big terrain depending on model popularity. Ok so the above is solved if i remove a particular model, YET in the leadwerks 3 before terrain, this model loads in a scene instantly? Edit1: And i still get Exception_Acess_Violation when i try to load darkness awaits from the project manager? Edit2: And i can no longer create new projects, Same error as above with darkness awaits. Andy
  2. Sounds fine josh. I myself want the OpenGL 4 renderer more than anything so don't want you to stray from it. Andy
  3. Ok, understandable. Am i right in thinking the openGL 4 wont work on ios? Just thought this would be nice for IOS outdoor games. Andy
  4. It doesnt have to be projected shadows, the plants and trees dont have to move, so instead of using projected shadows they can cast static shadows, but using the alpha? Can this not be done either? Andy
  5. Sorry i meant lightmapping then I just to make an outdoor scene look good, but qas soon as you calculate lighting with any tree's or veg the shadows are all squared like explained above. Andy
  6. Ok, will try it. Is there any included models then? As i cant find any in the DarknessAwaitas project? Im getting the feeling your assuming im talking about leadwerks 2? Andy
  7. Included tree models? Where are they? I missed them (but also cant find them) Thanks Andy
  8. IS there any chance shadow mapping can shadow objects taking into acount the alpha texture? For instance, we now have terrain, to put any veg or tree's inside then render shadow, the shadows are horrible as they use the goemetry of the planes (so buig square shadows) not the alpha of the leaves ETC. Thanks Andy
  9. You could at least have it as an option in the editor? Andy
  10. I had the same issue, had to do a full clean install which i didnt really want to do. Saying that i STILL get 'exception access violation' errors randomly from loading projects to changing from terrain tab to scene tab? Some bugs to fix i assume. Andy
  11. I seems to have problems when I use that skydome. Plus its not a skybox which is much better. Is there any implimentation of a skybox, there seems to be stuf within leadwerks 3 that hint you can but not docsor anything about it. You can create cubmaps and there a shader that gets loaded with the editor? Andy
  12. From a Clean install of leadwerks 3, and a new lua project from within the editor, you cant run the project, Which firstly i dont think is good. So i opened the project in VC++ and when i try to rebuild i get the errors saying cannot convert some files and then the following in the leadwerks log window. Converting "projects\windows\debug\rca10140"... Error: Failed To Load file "D:/Leadwerks3_2/Projects/test/Projects/Windows/Debug/RCa10140". Error: Failed to convert file "projects\windows\debug\rca10140". File does not exist: D:/Leadwerks3_2/Projects/test/Projects/Windows/Debug/RCa10140.bmp Converting "projects\windows\debug\rca10140"... Error: Failed To Load file "D:/Leadwerks3_2/Projects/test/Projects/Windows/Debug/RCa10140". Error: Failed to convert file "projects\windows\debug\rca10140". Converting "projects\windows\debug\rda10140"... Error: Failed To Load file "D:/Leadwerks3_2/Projects/test/Projects/Windows/Debug/RDa10140". Error: Failed to convert file "projects\windows\debug\rda10140". File does not exist: D:/Leadwerks3_2/Projects/test/Projects/Windows/Debug/RDa10140.bmp Converting "projects\windows\debug\rda10140"... Error: Failed To Load file "D:/Leadwerks3_2/Projects/test/Projects/Windows/Debug/RDa10140". Error: Failed to convert file "projects\windows\debug\rda10140". Converting "projects\windows\debug\rca08080"... Error: Failed To Load file "D:/Leadwerks3_2/Projects/test/Projects/Windows/Debug/RCa08080". Error: Failed to convert file "projects\windows\debug\rca08080". File does not exist: D:/Leadwerks3_2/Projects/test/Projects/Windows/Debug/RCa08080.bmp Converting "projects\windows\debug\rca08080"... Error: Failed To Load file "D:/Leadwerks3_2/Projects/test/Projects/Windows/Debug/RCa08080". Error: Failed to convert file "projects\windows\debug\rca08080". Converting "projects\windows\debug\rda08080"... Error: Failed To Load file "D:/Leadwerks3_2/Projects/test/Projects/Windows/Debug/RDa08080". Error: Failed to convert file "projects\windows\debug\rda08080". File does not exist: D:/Leadwerks3_2/Projects/test/Projects/Windows/Debug/RDa08080.bmp Converting "projects\windows\debug\rda08080"... Error: Failed To Load file "D:/Leadwerks3_2/Projects/test/Projects/Windows/Debug/RDa08080". Error: Failed to convert file "projects\windows\debug\rda08080". It still builds fine in VC++ but I get the above errors in leadwerks log at the bottom. EDIT: If i let the project runtime window (thats "not responding") it eventually loads (about 3-4 minutes) BUT at around 1 fps and crashes with any input. Yet Real time renderer in editor runs at 250+fps EDIT: If i run my project and dont touch it, evntualy after about 10 mins it works and runs fine? 10 minute loading, there is only a terrain and some CSG? Andy
  13. There needs to be some sort of terrain outline in the other viewports so you can see where your moving CSG and models to in relation to the terrain. Just like 3d World Studio. Andy
  14. A handy feature is to fill a texture layer accross the terrain, handy for doing cliffs ETc. You set the slop constrinats then fill texture. Andy
  15. From initial test, both imports from L3DT and World Basic the height scale is really big! In Leadwerks 2 there was an option to vary this, do we not have that feature in Leadwerks 3? Is there any chance it can be lowered, Terrains just look completly different when imported simply becase small elevations become huge. Andy
  16. The addition of terrain is great, but im starting this as im getting some issues that i thought i would share. 1. Im getting alot of random Exception Violation, a repeatable one is when i try to add new terrain to a previous project. This has also happened twice whilst loading the darkness awaits project, yet other times it loads fine. 2. Newly created projects arnt appearing in the project manager? If i import it, and then try to load it, i get and exception, upon restart its still not in the project manager. 3. Updated projects: When i try to load the project i get Exception_illegal_instruction and it closes. 4. I have since manually added a new project to config (due to issue 2 above) and it appears in proj manager,when i try to load it, it crashes with Exception_illegal_instruction. So as it stands, i cant load previous projects, or create new ones? Andy
  17. Ahh i see. Sounds good and look forward to it. Andy
  18. I'm not telling it too? I assume the editor automatically does this? How would I tell it not to when using the editor and lua and running the project from within the editor? Andy
  19. Ok. Is or will there be an option to not use navmesh at all? Andy
  20. Ahh I see. Even easier then. Thanks Andy
  21. Of course. Sorry i should have put this for others. When you have a entity referenced that has a script attached with variables initialised within. Its a simple case of: myVar = self.entity.script.VarName As a side note, i got this from looking through darkness awaits scripts. Andy
  22. Ignore, ive done it. Easy actually Andy
  23. Ive got myself a little stuck using lua in editor. I have objects with scripts attatched and one of them uses the: Script.entityName = nil --entity "Pivot" so i can reference to that entity within the script, this entity also has a script attatched with some variables set. As i can now access the entity's properties such as GetPosition, GetRotation ETC, How would I access the entities scripts variables? Thanks Andy
  24. Whilst porting my flight code over, for a terrain ive been using a single CSG box as a ground plane. But ive noticed the bigger i make it, the longer loading and slower it gets why is this? Making a really big single CSG box makes my project lock-up at runtime for a good 20 - 30 seconds before it comes back to life. What is it doing? Make it small and it loads faster, make it smaller again and it loads instantly. Andy
  25. Anyone know of any of the above? Even the size would be good? In leadwerks 2 we had a size in km that we coult relate to, what this to be in leadwerks 3? Thanks Andy
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