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Einlander

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Posts posted by Einlander

  1. 1. I wouldn't worry about it. It's a GPU thing and only visible on slow machines. The advantage of fully dynamic GPU culling is too great to pass by.

    2, 16x MSAA is slow? Really? No AAA game even has this option. Leadwerks allows some options far beyond what might be practical on today's hardware. I would limit it to 4x MSAA max! smile.png

     

    #1 is not true. It is highly visible and easily reproducible Especially on AMD cards. If your map is not entirely in Quadrant 1 in the Leadwerks editor, in game you can see it have culling issues. It gets drastically worse the bigger your level is. It becomes unignorable once vsync is turned on.

     

    I've been having this problem for a long time.

    http://www.leadwerks.com/werkspace/topic/9892-how-make-occlusion-less-greedy/page__hl__greedy

    http://www.leadwerks.com/werkspace/topic/9194-occlusionrendering-failure/page__hl__cull

  2. Thanks Shadmar! You know I just found that code this morning on github but I asked the guy if he could make it 3D as it was 2D. I assume your 'h' is 'z'? Why the 'h' instead of 'z'? Just curious.

    It might be left handed.

     

    This code is awesome. This is what I need to create a faith plate. Thanks.

  3. A small modification. You can now declare the percentage of gravity affecting the object. There are no limits placed on the percentage . So negative numbers will make it float up and numbers > 100 make them super heavy. Beware of large numbers because they will clip through other objects.

     

    Script.Gravity = 100  --float "Gravity Precent"
    function Script:UpdatePhysics()
    self.entity:AddForce(0,(self.entity:GetMass()*-world:GetGravity().y)*(((100-self.Gravity)/100)) ,0,true)
    end
    

  4. I was messing around one day and wanted to have certain objects be weightless. So I came up with this simple code.

     

    function Script:UpdatePhysics()
    self.entity:AddForce(0,self.entity:GetMass()*-world:GetGravity().y,0,true)
    end
    

     

    Just wanted to share it. You can can control the amount of weightlessness by controlling the amount (%) of gravity used in the calcualtion

    • Upvote 4
  5. That help file is awesome. I've owned it for years and never bothered to look at it. The file format explanations are very interesting.

     

    I tried getting 3dws to load it but it becomes unresponsive. So either the format has been heavily modified or they created their own smf file format. There is another smf format that is similar to the obj but it is not binary like these are.

  6. try to use the .mdl not the prefab

     

    Depends on what you need the prefab for. I have specific scripts, textures, settings and attachments for a mdl that get tedious to set up each time.

     

    Also check to see if the workshop mdl is still where it supposed to be.

  7. In the editor if you were to move an entity for a large distance, say from <0,0,0> to <8700,0,0> you start getting decimals on your positions even with the grid snap on. You can make it occur with a shorter move if you go into the z axis. There also is almost a hard limit as to where the drifting occurs. I know for certian as you approach 8600 - 8900 in the +x axis the smaller the move is to begin drifting.

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