JedTheKrampus
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Posts posted by JedTheKrampus
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Yeah, you can take your pick from here. The images are a bit old so you'll likely have to run an update, but it shouldn't be a big deal. I recommend you set it up as a dualboot with your old Ubuntu 12.04 install so it's easier to support both, but it's your choice to make.
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You'll have to make Leadwerks work on 14.04 in a few days anyway, as that's going to be an LTS release and people are going to want to install it. May as well get a head start, eh?
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When you want to add a texture parameter to a shader, there's no way to tell in the material editor which texture goes to which shader parameter without reading the code. The material editor should look at the shader code and look for comments on the same line that the sampler2D is declared. It could then take the name in that comment and put it in the material editor.
Pretty simple feature, right? If you want to make it so that people didn't name a sampler2D in the material editor unintentionally, you could make it so that it requires syntax like:
uniform sampler2D texture5; // @name Specular Power
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Learning how to texture
For this I also needed to edit the ordinary lighting model to pass through an emissive texture. It was a lot easier to do than I thought it was going to be.
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I looked in Game Art and there wasn't a single post with actual art in it, so I figured it was probably the wrong subforum.
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Every month on the Polycount game forums, there are challenges for new artists to model an environment, a prop, or a character. I thought that with the Leadwerks launch for Linux, now would be a great time to put it through its paces for one of these challenges.
If you decide you want to do this challenge too, feel free to post in that thread!
Here's my texture work on the fountain guy. 260 triangles, 1024x1024 textures (but I may reduce that for the final render.) Model and UVs in Modo, paint in 3D-Coat and Krita.
Obviously the lighting is going to change substantially for the final render; this is just a bog-standard 3-point setup to show the mesh under normal conditions.
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Yeah, Ubuntu 12.04 LTS as instructed.
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I've installed the Leadwerks 3.1 editor in ~/Leadwerks and the project directory in ~/Documents/Leadwerks/Projects. When I go to the Assets tab and right-click <Project Name> -> New Folder I get an error message in the output: 'Error: Directory "/home/redacted/Documents/Leadwerks/Projects/MyGame" not found.', and I don't get a new folder in the editor (although one shows up on disk.) The editor also cannot see any new directories placed in the root directory of the project manually, although I can see in the output that it's converted my textures successfully.
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Also you might want to take a look at how 3D-Coat and Modo do their binary packages. They bundle the vast majority of their dependencies with the release (although 3D-Coat leaves out the CUDA toolkit, as it's not redistributable and very large and not everyone can use it.) You basically just extract them and they run on any distribution, without having to jump through any hoops.
Another alternative to doing that would be to ship Leadwerks against the Steam runtime, although I don't know if that has all the GTK stuff the editor needs.
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Seems to me that it should be /usr/lib32/libjpeg.so.62 for that particular library, unless there's some peculiarity of Ubuntu that I'm not aware of.
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If you run $ tar xf Leadwerks.tar.gz on the Leadwerks release tarball, you get all of the stuff unpacked in the same directory. It's not too bad this time, since there are only a few things in the root directory of the tarballs, but for future releases, you should know that it's customary to put only one folder into the root of the tarball, so that it extracts cleanly. So your tarball should look like this:
Leadwerks/
Leadwerks/EULA.txt
Leadwerks/Include
Leadwerks/install.sh
Leadwerks/Launcher
Leadwerks/Leadwerks
and so on.
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Leadwerks doesn't support physically-based shading yet. So if you want to get lighting like dDo and Marmoset you'll have to either roll your own PBR shader, or use another engine. Unreal Engine 4 supports physically-based shading out of the box and costs $19 per month plus a 5% royalty when you release your game, although you can cancel your subscription and keep using anything you've downloaded, so until you release anything it actually just costs $19. That would probably be your best bet right now if you want that sort of shading.
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Somehow I've only been able to reproduce it with .png files from Substance Designer. Are you testing on a system with an HDD or an SSD?
I think that the problem is that the editor is trying to read the file before the other process is done writing it. Maybe there's some way you could poll the OS to see whether the file has been closed for writing by the other process before starting to read, and make sure that no new assets have been written in the last second before Leadwerks starts to import things? Easier said than done I bet.
You can get the file I'm testing with here: https://mega.co.nz/#!lQF0kSaB!Bi09s24vTGPnrrxugLctElIpftNrVNPI_0oU8JMLrx0
Try exporting as .png, .tga, and .bmp at least, and at both high resolutions and low. You can increase the resolution of the output by double-clicking on the empty space in the node graph in the middle (if you've selected any nodes), then going to the right panel and adjusting the Output Size parameters under Base Parameters.
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When I go to import .pngs I get one access violation on img2tex.exe per .png file I export from Substance Designer. It doesn't happen for .tga as far as I can tell so I think I'll just use that format for now.
To reproduce:
- Export bitmaps from Substance Designer into the Leadwerks Materials directory, saving as .png.
- Export bitmaps from Substance Designer into the Leadwerks Materials directory a second time.
You can get a trial of Substance Designer here:
http://www.allegorithmic.com/download
Once you've installed it, open one of the sample .sbs files. To export the bitmaps, right-click on the thing I circled and click "Export outputs as bitmaps" on the drop-down menu, then use the dialog box to tell Substance Designer where to put the files.
If you do this twice, you should get access violations on img2tex.exe. Let me know if you can reproduce.
System information:
Processor Information:
Vendor: AuthenticAMD
CPU Family: 0x10
CPU Model: 0xa
CPU Stepping: 0x0
CPU Type: 0x0
Speed: 3193 Mhz
6 logical processors
6 physical processors
HyperThreading: Unsupported
FCMOV: Supported
SSE2: Supported
SSE3: Supported
SSSE3: Unsupported
SSE4a: Supported
SSE41: Unsupported
SSE42: Unsupported
Network Information:
Network Speed:
Operating System Version:
Windows 8.1 (64 bit)
NTFS: Supported
Crypto Provider Codes: Supported 311 0x0 0x0 0x0
Video Card:
Driver: NVIDIA GeForce GTX 780
DirectX Driver Name: nvd3dum.dll
Driver Version: 9.18.13.3221
DirectX Driver Version: 9.18.13.3221
Driver Date: 19 Dec 2013
OpenGL Version: 4.4
Desktop Color Depth: 32 bits per pixel
Monitor Refresh Rate: 59 Hz
DirectX Card: NVIDIA GeForce GTX 780
VendorID: 0x10de
DeviceID: 0x1004
Number of Monitors: 2
Number of Logical Video Cards: 2
No SLI or Crossfire Detected
Primary Display Resolution: 1920 x 1200
Desktop Resolution: 3840 x 1200
Primary Display Size: 21.50" x 13.86" (25.55" diag)
54.6cm x 35.2cm (64.9cm diag)
Primary Bus: PCI Express 16x
Primary VRAM: 3071 MB
Supported MSAA Modes: 2x 4x 8x
Sound card:
Audio device: Speakers (High Definition Audio
Memory:
RAM: 8163 Mb
Miscellaneous:
UI Language: English
Microphone: Not set
Media Type: DVD
Total Hard Disk Space Available: 1106365 Mb
Largest Free Hard Disk Block: 289086 Mb
OS Install Date: Dec 31 1969
Game Controller: Gamepad detected
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Great! I hope we'll get a bugfix update soon.
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Importance: Crash
Steps to reproduce:
- From an empty map, add a particle emitter to the scene (Objects tab, Effects / Particle Emitter)
- Switch to realtime rendering to see the particles, as prompted
- Select the emitter in the scene outliner
- Go to the emitter tab in the properties pane
- Scroll down
Expected behavior: See the rest of the emitter properties
Actual behavior: The editor crashes after scrolling down about 2/3rds of the way.
System information:
Processor Information:
Vendor: AuthenticAMD
CPU Family: 0x10
CPU Model: 0xa
CPU Stepping: 0x0
CPU Type: 0x0
Speed: 3193 Mhz
6 logical processors
6 physical processors
HyperThreading: Unsupported
FCMOV: Supported
SSE2: Supported
SSE3: Supported
SSSE3: Unsupported
SSE4a: Supported
SSE41: Unsupported
SSE42: Unsupported
Network Information:
Network Speed:
Operating System Version:
Windows 8.1 (64 bit)
NTFS: Supported
Crypto Provider Codes: Supported 311 0x0 0x0 0x0
Video Card:
Driver: NVIDIA GeForce GTX 780
DirectX Driver Name: nvd3dum.dll
Driver Version: 9.18.13.3182
DirectX Driver Version: 9.18.13.3182
Driver Date: 11 Nov 2013
OpenGL Version: 4.4
Desktop Color Depth: 32 bits per pixel
Monitor Refresh Rate: 59 Hz
DirectX Card: NVIDIA GeForce GTX 780
VendorID: 0x10de
DeviceID: 0x1004
Number of Monitors: 2
Number of Logical Video Cards: 2
No SLI or Crossfire Detected
Primary Display Resolution: 1920 x 1200
Desktop Resolution: 3840 x 1200
Primary Display Size: 21.50" x 13.86" (25.55" diag)
54.6cm x 35.2cm (64.9cm diag)
Primary Bus: PCI Express 16x
Primary VRAM: 3071 MB
Supported MSAA Modes: 2x 4x 8x
Sound card:
Audio device: Speakers (High Definition Audio
Memory:
RAM: 8161 Mb
Miscellaneous:
UI Language: English
Microphone: Not set
Media Type: DVD
Total Hard Disk Space Available: 1106365 Mb
Largest Free Hard Disk Block: 292321 Mb
OS Install Date: Dec 31 1969
Game Controller: Gamepad detected
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Blender user preferences
in Game Artwork
Posted
There's also this blogpost that's worth taking a look at.
I personally prefer to keep MSAA off in the viewport, because sometimes it makes picking individual verts less reliable on a relatively higher-resolution mesh.