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Einlander

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Everything posted by Einlander

  1. 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
  2. Tonight I did some more modeling and discovered that sandbags and sandbag walls and bunkers are hella hard! Sandbags will either have to wait for a version 2.0 release of the pack or be on hold indefinitely . I also did some learning for the sake of learning. The topic: Lua JIT. There was a lua jit in Leadwerks 3.0 but I never braved it. In Leadwerks 3.1 it has been advertised that it has a jit compiler. So being the curious person that I am I decided to read up on it. Upon further research I discovered the LuaJIT FFI Extension (http://luajit.org/ext_ffi.html). This allows you to directly call C functions and data structures from lua. This is very useful to me because I'm not as familiar with C/C++ than I would like to be, but would allow me to still use some C functions from relative safety. Through a bunch of trial and error I was able to successfully load the Enet library into the my game using the luajit commands. I need to do more experimenting to make the loading of the library simpler and make a simple way to sync the entitys in the game. To the curious more reading: (i'm going to bed soon so i cant go into much detail ) http://luajit.org/extensions.html Learn about the luajit and how to use C commands. http://wiki.luajit.org/FFI-Bindings List of luajit-bindings HEAD THE NOTE AT THE TOP! https://github.com/ColonelThirtyTwo/luajit-ffi-enet The luajit Enit Binding https://github.com/lsalzman/enet The enet repo, if you want to go the easy way, install codeblocks and open the .cbp with it and compile after you make the dll look through this repo for examples https://github.com/arch-jslin/mysandbox/tree/master/lua follow this example specificaly https://github.com/arch-jslin/mysandbox/blob/master/lua/enet1.lua Almost most there! Now i was not able to run that last example as is, i had to do some shortcuts: I put this all in function App:Start() local ffi = require 'ffi' local enet = ffi.load[[enet\libenet]] !!!HERE IS WHERE I HAD PROBLEMS!!! i was not able to get this line: ffi.cdef( io.open([[enet\ffi_enet.h]]):read('*a') to work. so what i did was opened the file, copied everything from ffi_enet.h except for the first return and pasted it between these blocks of code. it should look like: ffi.cdef[[ static const int ENET_VERSION_MAJOR = 1; static const int ENET_VERSION_MINOR = 3; static const int ENET_VERSION_PATCH = 4; : :the rest of the code : extern size_t enet_range_coder_decompress (void *, const enet_uint8 *, size_t, enet_uint8 *, size_t); extern size_t enet_protocol_command_size (enet_uint8); ]] if enet.enet_initialize() ~= 0 then Debug:Error("An error occurred while initializing ENet.") end local addr = ffi.new("ENetAddress[1]") addr[0].host = enet.ENET_HOST_ANY addr[0].port = 12345 local serv = enet.enet_host_create(addr, 32, 2, 0, 0) if tonumber(ffi.cast("int", serv)) == 0 then Debug:Error("An error occurred while trying to create the host.\n") end *io.stderr turns to Debug:Error, and we remove os.exit(1) entierly (if there is an error, check your debug console!) This will create a host server and the windows firewall thing will popup asking for permission enet.enet_deinitialize() This is how you close enet when your game ends. Is there an app:end() that we can use? it would be nice to use for cleanup.
  3. Got off work a few hours ago and decided that tonight would be a good time to have some insomnia. Fueled by caffeine I decided that i should model more assets for people to use. Last time the theme was health items. Avid players of Left 4 Dead 1/2 will notice I modeled my own imaginings of the Left 4 Dead health items and threw in a first aid box . [modeled and rendered in Anim8or] This time I set the theme as barriers and barricades. I spent a few hours modeling a few items. At the beginning I fought the good fight of low polygon models, but near the end I lost that fight. After loading up Valves Hammer Editor and comparing the poly-count of their models versus mine, I found that their models are easily double the polygon count of any of my models. I will do some more barricades and barriers over the next few days, and on the weekend I will try to do all the textures and upload the pack. [MOTIVATIONS] Some may wonder why I'm doing this anyway. To that i have 2 answers. Firstly, I have no idea what I actually want to do with the Leadwerks Engine. I have a vague idea of what I want to do but then I end up with the issue of not having the proper art assets to populate the level. Second, this is exactly what I would want someone to do for me if I was a complete noob and game making. With enough items a person can essentially play house or lets pretend in the engine. From there they can tell a story with what they created without having to creat absolutly everything. Bonus answer, it makes Leadwerks look good. When people ask if Leadwerks have assets, you can point to the download section and tell them to down load certain packs and they tell their friends to look at what they made and bring more people to the community. [RANDOM MUSINGS AND INSIGHT] Too Long; Don't Read. Seriously TL;DR An interesting thing that I learned while looking at the Valve models was that most objects that are not not super low poly have a simplified low-poly version of of the model for physics. This is different than what i do. Normally just make a convex shell, mesh physics, or what i did in the last pack: take the model, put it inside a primitive csg that closest fit it's shape. I started thinking about why this would be. It didn't take very long for me to figure out why this was. The main thing that I realized was that the Source Engine is mainly used for shooters taking place in real life or future settings. We have Counter Strike: 1.6, Source,Go, Team Fortress: 1&2, Half Life: All Episodes, Left 4 Dead 1&2 , Sin Episodes:Emergence and Titanfall. All of them are shooters at the core, regardless of the goals in the game. A few notable exceptions are Portal, and Vindictus. Those are not exactly twitch based games. When you have so many shooter games out for a single engine, and many of them played competitively, every shot counts. And when every shot counts, every collision counts. There are an astonishing many models that have open spaces that you can see through. Since you can see through them you would expect you can shoot through the open areas, and you can leading to the simplified models for collision. A mesh based physics in Leadwerks would work, but it uses the models mesh as the base and some meshes when you use them as a physics base will noticeably slow down your game. So, unless you do some physics file slight of hand (create a physics file from a low poly mesh, and apply the file to the higher poly version), the method Valve uses is not an easy approach. Thank god for prefabs. If some kind soul (read: someone else, that's not me), does this once, others wouldn't have to. Who knows. Leadwerks 3.1 is still young. Maybe in the future there will be lua/c++ based add-ons that can help automate this process for you. TL;DR: Be careful when you make physics files or objects for your game. Someone might want to shoot through obvious holes in your model, if they cant, rage quits may ensue. If you read through all this rambling, give yourself a pat on the back, you deserve it! Next post I don't thing I will have as much to say.
  4. 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.
  5. I know about 3d coat, it was in the part of my blog post that got deleted, and cg textures. All the models in the picture were painted in 3d coat. 3d model wise i have HUNDREDS of them, I own fpscreator and tons of model packs. The only problem is that the model quality does not always stand up to scrutiny when placed in a high quality game engine like Leadwerks. I've already spent over $200 USD on model packs and I decided to slow down with my money expenditure on game creation tools before i have a firm idea of what i want to do. The only thing that I would be losing is time. I would gain assets, skills and tools in the process, so there is very little downside to making stuff myself So I've been just creating 3d models since I have no idea what kind of game I want to make. I might as well be modeling than sitting here doing nothing.
  6. 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.
  7. I agree characters are hard. I have a hard time modeling organic things. Anything else I can model in my sleep.
  8. I have recently been devoting increasing amounts of my free time prototyping things on Leadwerks. The one thing that i have constantly found sorely lacking is the absence of 3d assets that are ready to drop in and use. Lacking the funds at hand to go buy model packs. I thought I would try my hand at creating some. Not bad if i do say so myself. Modeling objects In my opinion is the easiest part of everything. Its the texturing that can be a [insert deity here] [insert explication here] pain. You need to unwrap the model. Then you have to find the textures on the internet or create them yourself. If you find them on the internet or use a tool to make them you have to read the license so sometime in the future someone isn't knocking on your door asking for your paycheck because you ripped them off on accident. Then, you need to get the textures to fit on your uvmap, create your normal/specular/height/displacement/ambient occlusion/self illumination textures, then finally combine them into a material. It's a pain, but someone has to do it. Now i know why model packs cost so much. ......So my computer blue-screened and lost over HALF of my post, so i will finish the rest in the next blog post
  9. 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
  10. Super Cows Strike again! http://askubuntu.com/questions/109425/super-cow-powers http://www.eeggs.com/items/43172.html
  11. 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.
  12. 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 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) and 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?
  13. 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.
  14. @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.
  15. <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.
  16. 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?
  17. 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.
  18. 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.
  19. 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
  20. 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.
  21. 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
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