Einlander
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Posts posted by Einlander
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Can't you use the face select in the editor and apply an invisible material to the face you want to delete?
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If we go through with this, how would we organize? Would it be done by committee? Would people need apply for positions? Or would it be open for anyone to contribute? Can we get away with just having a wiki for it, or do we need to create a forum too? Also how will we share the code? Svn, CVS, git is all nice and stuff, but the map itself does not lend itself versioning. Would everything need to be made out of a prefab and placed into a map so the map parts can be edited externally. And creating standards. There is a minimum square size that the have mesh/csg needs be before the navmesh works, and a minimum hight that can be used for a doorway.
We have alot of things that we need to figure out before we start the project and after we start it, but count me in.
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As the topic states, What programming habits do you have that others would find odd?
I find myself doing this very often. I write documentation for my programs. Even before I write the code, I have almost full documentation as if the program was finished and was being researched. What makes it worse, I never follow the documentation even though its sound and always screw something up for the sake of finding shortcuts.
What do you do that others would wonder about if they see you doing it?
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Count me in as interested.
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I would get some mind mapping software and use that to plot out the flow of the game. I also use Articy: Draft SE as its designed exatly for this task. http://store.steampowered.com/app/230780/.
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Does it change if you run it full screen? I know my PC kicks into its sli/crossfire mode and gives me some extra fps. But I'm not making any major use of shaders.
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I use 3.1 because c++ is not my specialty. At my skill level I'm not doing too much that will tax the engines capabilities. I just need some lighting and the ability to push polygons, no shaders so far. I do have 3.0 if I really need the extra control.
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I was trying to make an example level using some prefabs. I copied and pasted a single prefab multiple times, then added them to a group. The editor showed what I wanted, but the values in the general tab were completely wrong regardless of the fact the editor was showing it correctly. When I ran the , it loaded the incorrect version with the wrong values. the Editor will load and save it with the wrong values, but will show it how you wanted it.
I made a video with some narration showing how I encountered the bug, but its currently encoding and will be uploaded when done.
Here is a video of how to duplicate it:
https://mega.co.nz/#!Md0FCI4T!QuXnO3EtRI3CX9V6HoBXTPcX2Ny3wxK26OcIkfTTkps
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Lol Necro posting
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I have used playclaw steam edition successfully on leadwerks, I use it to record how I get bugs using desktop record mode. I haven't tried it works on the games that leadwerks creates too. I have win 7 x64 catalyst 13.4 dual ati 7770's running dual 1080p monitors,using one of the mp4 encoders (don't remember off the top of my head) encoding at 720p to a secondary hdd. You can try to replicate my settings as close as possible and see how it works out for you. I can't really help further until about 16 hours. Also make sure playclaw is started before leadwerks.
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We could use the SCP Foumdation http://www.scp-wiki.net/ as a guide for some of the projects. They have a bunch of stories that can be created into games such as "The 'Living' Room" http://www.scp-wiki.net/scp-002. All that would be left to decide on is the game-play type such as Interactive, fps, 3rps, on rails, rpg,point and click, adventure, etc. And they game type can change every contest or can come up randomly with a generator.
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There is also this site: http://www.worldofleveldesign.com/ . It teaches you how to create video game worlds for some of the more popular games. Source games are featured heavily on this site so leadworks users should feel at home.
They also have Leadwerks as a recommended game engine: http://www.worldofleveldesign.com/categories/level_design_tutorials/recommended-game-engines.php
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Naughty Alien no doubt, Every link i posted says the same thing that you do. And we KNOW we cant trust an Intel Graphics processor to be up to the standards ati/amd and nvidia are trying to push. I just want to see what people come up with and the methods they use to accomplish it. Want I didn't want to see is an argument about why its not feasible. Look at the Source Engine it's not exactly the most up to date engine but it sells well due to its accessibility to common hardware. Will people take advantage of this sort of rendering technique with the leadwerks engine, odds are no. But if your one of the few that manage to make something great with leadwerks i want to know that there is the option and the work already started.
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While we are throwing out links and stuff, How bout these
A 2 year old thread with an actual answers
http://forums.anandtech.com/showthread.php?t=2219261
post of note: http://forums.anandtech.com/showpost.php?p=32858257&postcount=15
Originally Posted by jordanecmusicI just got a great idea. Why don't developers use tesselation to actually create the models? Therefore decreasing time to make the model and increasing the detail of it? Sort of like a premade tesselation based model, instead of our gpu actually trying to calculate what polygons go where.
That would probably less computation extensive compared to real time tesselation, but it would have to be the same results
There are a bunch of posts shooting this particular method down, but most agree that if you start with low poly and tesselate up you can get decent results without too much of a performance hit.
http://forums.anandtech.com/showpost.php?p=32862441&postcount=17
a 2/3 year old forum thread talking about exactly what we are talking about but CONSTRUCTIVELY
http://www.polycount.com/forum/showthread.php?t=81887
From that thread I have found some of the videos since some links no longer are active:
NVIDIA Alien vs. Triangles Tessellation Demo:
The pdf talking about the science behind the teselation from the video (with code):
http://www.nvidia.com/content/PDF/GDC2011/John_McDonald.pdf
You might want to check out page 7 of the pdf (LOL)
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Epics/Unreals example of dynamic displacement
http://udn.epicgames.com/Three/TessellationDX11.html
Look at that, links from the engine makers and graphics card makers that say it can be done. WITH CODE, isn't that what you wanted?
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Dude, Yougroove, stop.
You are not contributing anything to this conversation. You are just arguing for argument sake and not understanding what is actually being said. Yes people are talking about LOD, No we are not AAA game studios but hobbyists or indie developers with other things on our plates. Did you even bother to look at that terrain tessellation video? That there is EXACTLY what he is talking about being implemented in realtime. A LOW POLY, LOW DETAIL model being tessellated to add the missing details. We are not talking about taking a High poly model and making low polys from it but the inverse. Taking a low poly model and tessellating the details into it. What we could be arguing is the effectiveness of this technique when done in large scale worlds versus using static models and no LOD at all.
If you care so much why don't you take the initiative and and prove what you are saying instead of relying on what you read on blogs and posting blender screenshots. Stop sitting around and waiting for people to drop mana from the sky directly into your lap. Get your hands dirty and prove that you have a working knowledge of what you are talking about instead of regurgitating what you have read. Who knows what you will discover, hell the community can take your findings and develop something awesome. So instead of telling people that they are wrong and that you know everything, always entertain the notion they may know the tiniest bit of something that you might not know of.
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@tournametdan if I understand what you are saying, instead of starting off with a regular model with all the details already present then subtracting polygons to create the lower poly lod versions, Create an almost featureless model such as (since I had to scroll past it) a Lightning model where you don't model the clothes and the hair resulting in a low poly model then selectively tessellate the features back into the mesh resulting into a normal poly mesh.
This would be a very interesting concept to put into practice, but I have a feeling that even if we could use the same shader to generate the tessellation, we would need to do substantial work making the displacement map. This seems to me a demoscene level of dedication to creating the smallest most effectient way to model, store and render an object
I'm just a noob at actual opengl coding, I've created obj model viewers and such from scratch but shaders are beyond my comprehension atm. Let me know if I'm talking out my *** or if I just need to be corrected on certain points.
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<p>I'd like to help to but my time is super limited too. But I can help when I can.
Leadwerks needs to have community challenges where people are given a task and people can look at the ways people solved them and exam in and learn from the code.
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I am trying to write a script that will ignore specific entities, specifically the one that it's parented to. I had a box csg parented to the fpsplayer prefab, but that constantly triggered. I want to be able to modify the script to ignore the parent model/prefab. Any pointers where I should start?
Edit: Wow, as I was uploading a script I found http://www.leadwerks.com/werkspace/files/file/467-selective-collision-trigger/ so I can get it to detect the entity and by switching it to ~= I should be able to ignore that entity. Will it be able to detect other csg/prop objects or will I need to write a more complex script?
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You can always install it on another computer when you get access to an adequately spec'd system. That is one thing that steam has going for it, you can install it in multiple places.
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How to recreate:
- Import fbx file.
- Edit and resize to make it smaller (did not try making it bigger)
- Create polymesh for model (doesn't matter if you do it before the resize)
- Add polymesh to the model
- Run game
- Try to run towards the model you shrank, you will not be able to reach it.
Note: It the polymesh physics displays properly in the editor.
- Import fbx file.
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Is there a way to change the height of the character controller in lua? I want to be able to allow my character to crawl into places that are to low for them to crouch under.
I currently use:
1.8 - Standing
0.8 - Crouching
0.2 - Crawling
At the moment I can not get it to crawl under a 0.5 height panel
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I was wondering, is it possible to load binaries created for lua such as Luasocket or Lua-Enet from within a lua project? I see in many of the examples that you can "require" another lua script in in code, but does the same apply for lua compatible binaries?
I ask because as I prototype my project i need to know whether I can use these networking libraries in my scripts to make network synchronization as simple as possible. Ie: When an entity is acted upon or fires an event, it self updates its network presence.
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I was trying to make a prefab to ease the creation of a building in my project. I created, using the cube, a ceiling a wall and a window. I saved it as a prefab, the editor saved it. When looking at the asset browser it will not show any of the prefabs. The editor will report it failed to load the thumbnail. If there was a mdl in the same folder, the icon will not show up either, but if you guess where it would be you can drag the mdl or prefab to the scene.
video of it happening https://mega.co.nz/#!FclRyKQA!G3GggmI2czM9gn-YnSWBWXEMz1FcXYzGbV6ooNjYbRM
Leadwerks "opengame" project?
in Suggestion Box
Posted
This could be an opportunity for someone to make an entity digging tool that works on the mapfile. Thus is a very little used feature of the source engine. I don't know how valve implements it but I have an idea, provided someone can read the map file and extract all objects/entities from the scene. You would have a master map file. The tool would find all references to models, csgs, scripts, materials and compares them to a new file. When an object in the new file is not exactly as referenced in the old file both objects are flagged and someone needs to approve the change. When all changes are approved a new map file is created with all the changes.
I can only propose a solution and not actually work on it currently. I have a bit too much on my plate. And my barricade model pack is almost a week overdue.