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JedTheKrampus

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Posts posted by JedTheKrampus

  1. 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.

  2. 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

  3. 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.

     

    Thread

     

    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.

     

    CXaOUE0.png

     

    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.

    • Upvote 2
  4. 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.

  5. 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.

  6. 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.

    • Upvote 1
  7. 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.

  8. 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.

  9. 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.

     

     

    JqAKsgd.png

     

     

    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

  10. 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

    • Upvote 1
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