Einlander
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Posts posted by Einlander
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Foes blender gave a batch conversion function? I know fragmotion does, but it tends to collapse meshes to single objects
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True, but there should be a way to distribute your game without having to include steam dlls or it's dependencies. I want to release games on Desura and i don't want people thinking it's going to steam because they find evidence from dlls.
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How many sound devices do you have? This might be a funny question, but on my computer I have 4, one on each video card, 1 built in and one Usb Headset. Some programs such as winamp can get confused when an audio devices change.
Knowing your OS and sound card helps too.
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I was trying to run my game from the exe, but I keet running into memory allocation errors.
It reaches around 290mb ram in the windows task manager, then quits.
If I load the Leadwerks editor and start it, it runs, but it will not run from the exe.
Initializing Lua... Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Scripts/Error.lua" Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Scripts/App.lua" Initializing OpenGL4 graphics driver... OpenGL version 431 GLSL version 430 Device: AMD Radeon R7 200 Series Loading map "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Maps/Hotel_Holdout v2.map"... Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/characters/generic/generic.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/bricks/bricklargebare0168_7_small.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/bricks/BrickLargeBare0168_7_Small.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/bricks/BrickLargeBare0168_7_Small_dot3.tex..." Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Model/diffuse+normal.shader"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/bluegrid.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/BlueGrid.tex..." Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Model/diffuse.shader"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/bricks/brickround0044_5_small.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/bricks/brickround0044_5_small.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/bricks/brickround0044_5_small_dot3.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/metalplateszinc0014_3_small.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/metalplateszinc0014_3_small.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/metalplateszinc0014_3_small_dot3.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/concrete/concrete_dirty.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/concrete/concrete_dirty_diff.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/concrete/concrete_dirty_dot3.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/concrete/concrete_dirty_spec.tex..." Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Shaders/Model/diffuse+normal+specular.shader"... Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/orangegrid.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/orangegrid.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/greygrid.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/greygrid.tex..." Loading prefab "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/prefabs/vehicles/pickuptruck.pfb"... Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/pickuptruck.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/truck_black.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/truck_black_diff.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/truck_nmap.tex..." Loading shape "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/pickuptruck.phy..." Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/tiretruck.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/trucktire.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/trucktire_diff.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/trucktire_nmap.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/vehicles/trucktire_spec.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/floors/floorsregular0301_2_medium.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/floors/floorsregular0301_2_medium.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/floors/floorsregular0301_2_small_dot3.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/metalplatesnew0009_1_medium.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/metalplatesnew0009_1_medium.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/metal/metalplatesnew0009_1_medium_dot3.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/greengrid.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/developer/greengrid.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wallpaper/wallpaperseventies0048_medium.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wallpaper/WallpaperSeventies0048_Medium.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/carpets/carpetstextureno7620_1600x1200.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/carpets/carpetstextureno7620_1600x1200.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/carpets/carpetstextureno7620_1600x1200_dot3.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wallpaper/wallpaperforties0033_medium.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wallpaper/WallpaperForties0033_Medium.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wood/woodplanksclean0036_1_small.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wood/woodplanksclean0036_1_small.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wood/woodplanksclean0036_1_small_dot3.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/plaster/concretestucco0179_12_medium.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/plaster/ConcreteStucco0179_12_Medium.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wallpaper/wallpaperstextureno8618_1600x1200.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/wallpaper/wallpapersTextureNo8618_1600x1200.tex..." Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/floortiles/tilesbroken0013_2.mat..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/floortiles/tilesbroken0013_2.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/materials/floortiles/tilesbroken0013_2_dot3.tex..." Loading component "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/scripts/objects/player/fpsplayer.lua..." Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/scripts/objects/player/fpsplayer.lua" Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Scripts/Functions/ReleaseTableObjects.lua" Loading component "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/scripts/objects/triggers/simpledestruction.lua..." Executing file "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/scripts/objects/triggers/simpledestruction.lua" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/Common/NavMesh.mat..." Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/shaders/model/flat/default.shader"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/crosshair.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/use.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/blood1.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/blood2.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/blood3.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/HUD/blood4.tex..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Player/flashlight_02_on.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Impact/body_punch_03.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Impact/body_punch_04.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Footsteps/Concrete/step1.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Footsteps/Concrete/step2.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Footsteps/Concrete/step3.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Footsteps/Concrete/step4.wav..." Loading sound "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Sound/Footsteps/Concrete/jump.wav..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/Materials/Common/bfn.tex..." Loading prefab "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/prefabs/weapons/autopistol.pfb"... Loading model "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/weapons/autopistol/fpsautopistol.mdl" Loading material "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/weapons/autopistol/45_.mat..." Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/shaders/model/animated/diffuse+normal+specular.shader"... Loading shader "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/shaders/model/shadow/shadow+animation.shader"... Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/weapons/autopistol/45__color.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/weapons/autopistol/45_dot3.tex..." Loading texture "C:/Users/Einlander/Documents/Leadwerks/Projects/Holdout/models/weapons/autopistol/45_spec.tex..." Error: Memory allocation error.
I have 2 AMD Radeon R7 200's in crossfire, but leadwerks runs in a manner that the crossfire does not enable itself.
My specs:
Windows 7 Pro
DirectX 11
8GB Ram
AMD FX™-8350 Eight-Core Processor, 4000 Mhz, 4 Core(s), 8 Logical Processor(s)
2 X (AMD Radeon R7 200 2GB) CrossfireX Enabled
AMD Catalyst 13.12 WHQL
dual 1080p monitors (game runs in one screen anyway)
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Don't walk near the wall, line up like the first picture, and walk right INTO the wall, you will fall through. There is no pick code involved. it simply hides the model and as per documentation, it's physics simply should stop functioning, which in this case it is not. If you look at the hand and walk slowly you can see it bounce when it walks where the block use to be.
I Don't want to shrink, thicken, or move the wall, nor do I want to restrict where or how it gets damaged. It has to be a normal wall, and it has to disappear, leading to such issues. In my game, the cars will be movable and if for whatever reason a player or an AI places the car in such a situation, I want to be able to have it resolved beforehand or come up with a solution to mediate it. I can not dictate how a person will play a game or solve an issue, I can only preemptively counter known issues and behavior and reactivate fix emergent ones.
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This is a small map that contains both physics bugs.
First bug, shoot the wall, then walk directly into the wall on your left
Second bug, walk between the 2 trucks:
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This reminds me of the bullet hell game Ikaruga. You can switch the color of your ship between black or white. Your enemies either are black or white and shoot corresponding colors. Your ship is invulnerable to whatever color it is currently and the enemies take extra damage when shot with the opposite color.
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Question for Everyone having this problem, are you on the release version of the steam client or the beta version? I'm running the beta steam client and leadwerks steam beta and haven't got this issue yet.
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The map blocks are not dynamically generated. I just have one block dynamically removed. The thickness does mot matter, the block I fell through was 4 units thick. I will make an example map tomorrow, I'll be at work all day and wont have time.
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While testing my game level, I came across a few situations where you can fall through the game map. It doesn't matter what size the csg is, you can fall through it at certain reproducible instances. I have only used the built in character controller, i have not created a manual controller and tested it so your mileage may vary.
Video is still uploading.
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Keep in mind, as awesome as blender is, it suffers from a community driven user interface. Blender simply doesn't make any logical sense to me, that's why I use Anim8or. Other people will pay for software even though there may be better and more viable open source tools. For me, its because I simply don't like Blender but its the first tool I would recommend after Anim8or.
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Steam version does c++ also, but you can only run one instance and you must have steam running.
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$50 USD a month? Nope, I'll cope with Blender thank you.
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Can you recommend any alternatives? I mostly use Anim8or and 3dCoat, Blender is installed, but I'm not at a competent skill level at that yet.
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Doesn't the video card convert it into raw data anyway? If it was compressed the engine would still have to decompress the image and feed it to the video card. That's an extra time consuming step added instead of just uncompressing it ahead of time.
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I had the same issue yesterday with some models I was working on. I was modeling it and Leadwerks was updating the mesh in real time. I just wanted to run the scene and have the collision update accordingly. So I wrote a lua script that automates it for me. I'll share the script tomorrow when I get off work.
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I wonder what the steam price will be. If it has a full price option it will have to wait. I'm not ready to drop that kind of money on software so soon after getting 3dCoat.
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Agreed, also in the lua version can we load all the steam APIs and dlls when the steam lua command is called?
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Naughty dog is a Sony company, so you shouldn't give them a pass either if you don't give suckerpunch a pass.
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It's when the graphics card takes a model and renders it multiple time at once. http://forums.guru3d.com/showthread.php?t=179372
Basically you have one tree model but you pasted it 100 times in your level. The game engine would recognize this and would tell the graphics card this model is used alot, then when the card renders it, it will render all 100 trees at one time instead of having the engine tell it 100 different time to draw this tree. Saves time and memory.
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I'm playing infamous right now and I have to say the texturing is AMAZING. I have to stop playing to admire the texturing job.
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Depends on the engine. For Leadwerks in my opinion, that's high poly, especially if you need to have multiple non instanced trees. I had 6 trees and the frame rate drop was amazing.
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You have to keep in mind that the ps4 though closer to what a pc is, is still a specialty device. It has lower overhead and probably has a shorter pipe from CPU to gpu. Every system having 8gb ram and 8 cores that are expected helps too. The 11 million poly sounds reasonable, but I bet some of it is tessellation, and the fact that it is a Sony studio might help with that.
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We would need to see your callback function to know if Leadwerks is doing something wrong or if you did something wrong.
Prefab editing not working
in Suggestion Box
Posted
I would love this. Sometimes I need to compare 2 maps, or edit a prefab and see the results in a map. Leadwerks only runs in one instance and it gets frustrating.