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Christian Clavet

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Posts posted by Christian Clavet

  1. smile.pngCool, too bad I don't have Leadwerks 3.1 yet.happy.png Will be fun to be able create CSG levels again! (Done tons of levels (Source/Hammer) while I was learning level design at Ubisoft Campus in Montreal)

     

    Anyway, I'm currently too busy right now. Working on 2 open source projects (One as modeler "Space Combat" - Modeling ships, another one as the main developer in C++ "IRR RPG BUILDER" - A little 3D RPG maker)

     

    It would be really interesting to follow your progress! smile.png

  2. I (think rolleyes.gif ) I understand two things about Quaternions tongue.png:

    - They don't suffer gimbal lock like it happen with euler angles

    - It work based on an offset angle.

     

    From what I understand of doing a rotation using euler angles will require 3 mathematical operations (rotateX then, RotateY then finally RotateZ), while a Quaternion rotation is done from a single pass. (directional vector (x,y,z), offset)

     

    If you are using euler angle rotations and and if you are only manipulating 2 axes won't really cause gimbal lock. It's only when you are rotating using the 3 axes that it will happen. So it will mostly happen if you really need to rotate something on 3 axis (airplanes, spaceships, etc)

     

    Do we have functions to convert a euler angle to a quat and the reverse?

     

    Still trying to figure out how they work, it would be really usefull to move spaceships (rotating all angles) or rotating something with the mouse so it doesn't gimbal lock.

    EDIT: Just seen that, thanks Josh!

    The built-in functions like Entity:Turn() will allow you to rotate objects smoothly without problems with gimbal lock.
  3. Humm.. It should logically be selected in the list when you select it with the mouse. It does not? (I don't have LE yet, so I don't know the details yet)

     

    If it's not there yet, it would be interesting and practical to have a "filter" list for VIS groups. I used this extensively with Hammer.

    You select entities, and assign them a VIS name. Then in the filter list, you can see all the items, or select only the specified name.

     

    Was really useful when building really big level, so I could separate in the list by regions of the map.

    Here is a tutorial about the

    and how it's used inside Hammer. If LE editor doe not have anything similar I would really like to have something like this.
  4. Hi, I was checking (again) the Leadwerks page from the Steam store, and remarked this details:

     

    "... File paths cannot contain Cyrilic characters"

     

    So the engine, cannot parse theses type of characters ex: french is using theses "éèçë" in a file paths. So does it also mean that the managing of strings is on a byte basis? It might not handle theses characters in strings inside the engine?

     

    Would be nice to have a UTF-8 string class that could handle more types of character to create multi languages games.

     

    For now, since the GUI features are at minimum I could perhaps get the display context and use Irrlicht to draw the strings in that context (was using this before pre-ordering Leadwerks) or use a GUI lib.

     

    For english only games, this would not matter at all since all the english characters are represented in the basic "ascii" table.

     

    But the LUA features that Leadwerk have seem so good, that I would have to do some kind of hack to store my strings in a LUA script (I was thinking to create dialogs/subtitles in multiple language simply by using LUA.)

     

    That's not really a problem right now, since I need to give you the time to let you complete 3.1smile.png, learn Leadwerks and produce some prototypes to know how to get around. Perhaps, after 3.1 if you would like to have Multilingual support for improved GUI... Being able to store in widestring format would also help if we use a external GUI.

    • Upvote 1
  5. Hi, checked on Google about your kernel32.dll errors:

     

    Kernel.dll errors are caused by situations that lead to the removal or corruption of the kernelDLL file.

     

    In some cases, kernel.dll errors could indicate a registry problem, a virus or malware issue or even a hardware failure.

     

    So please check this PC. You will surely have lots of issues with it, not just Leadwerk giving errors.

     

    I would also check the memory since you have only 3Gb which is low for Vista. Some errors related to kernel32.dll issues are also to memory assignation errors.

     

    I checked your card on the NVidia web site, it support DirectX 11.0 and opengl 4.4 with the latest driver.

  6. HI, This would be interesting to have more details about your problem.

     

    What are the Exceptions cause?

    How are you sure it's being caused by LUA?

    Do you know what in the LUA code would do that?

    Is this happening at startup? (Seem from your report)

    Is this happening at runtime (when you are inside the editor and doing something)?

    Is this happening when you "playtest" your scene?

     

    How were you able to "fix" the problem and make it work again?

     

    Can you reproduce the problem easily? What are the steps?

  7. HI!

     

    LOD for me would only do 2 tests to change the model:

    - Is the model into view?

    ("Frustum culling", should be done automatically by the engine, just wonder if there a way to see if the entity was "culled")

    |--> Get the distance of the model from the camera and replace the model with the correct version.

    (For LOD to work correctly with this you need to have multiple polycount version of the same model).

     

    There is poly reduction algorithm that I saw could be used to reduce dynamically the model, but would need to be done before you start the level because using it, recalculate the model with less geometry and is CPU intensive. (I prefer to do it manually in MAX)

     

    As for Tessellation, this is only great if you intend to see the model REAL close, if the model is done right, and the camera is at a proper distance it won't make a difference visually. It would only matter when the camera is really close to the model.

     

    As for LOD; the only thing that could complicate things would be on animated models. (perhaps do a test there to see if the entity is animated), if you had an animated model you would have to "sync" the animation when you change the model. This could even get worse if you are doing this on a RAGDOLL... (Sync the physic animation of the bones to another model and resume)

     

    For a basic LOD, I really don't think doing this in a separate thread would accelerate things that much... (2 simple tests)

  8. Hi,

     

    Looking at the post, look like there something the shader compiler doesn't like in line 28 of the "sprite.shader". Intel syntax is really strict.

     

    From the terms used to assign names to the shaders, the application will work correctly but you could see some rendering issues if you use sprites. (This is perhaps not true, that's only what I understand and deduce from the output there.)

     

    How are theses shaders are used by the editor in the engine? I see lots of them. This is really interesting! Still trying to understand how a deferred renderer works...

  9. Hi!

    I really would like that Leadwerk editor would have a way to export selected brushes. I asked and got answer that it's not there.

     

    This is really useful (used this with Hammer and was in my workflow), as you can design a level (mostly for the collisions) using brushes, then select them and export (DXF/OBJ at the time) then import it in model edition program (3DS MAX, Blender, Maya, etc) so an artist can use the geometry as a reference to build a detailed model of the environment.

     

    Without this, there a way, but we have to build the level inside the mesh edition program, then assemble the parts in LE and do the collision model using brushes (so it's the reverse way).

     

    Starting in Leadwerk editor first, give us (level designers) the advantage of testing the gameplay first, then when it's working, let the artist make it pretty.

     

    For this I don't think at all exporting models would be required. All is needed is the brushes geometry, exporting in .OBJ would be enough (no need for animations, since what is required is a reference of the level environment)

    • Upvote 5
  10. HI, Perhaps a similar feature already exist, but I've not seen it from the docs. Sorry if something like this already exists.

     

    When I was modding SourceSDK characters, we could use a reference pose, then based on that reference pose, have a "AIM" animation, and a walk cycle, or run cycle then by "expressions" (from what I remember from the MDL compiler script), we could use them separately. The expression then on SourceSDK was kind of complicated for the AIM because we had to blend calculate the position from the mouse rotation (aimfront - aimleft for example and to find the position calculate the blend value to find the approximate frame)

     

    For this to work, a reference frame needed to be defined. The animator had to take the reference pose and make all the different animations.

     

    I was thinking of something that in the model editor could select a set of bones and assign them to a specific animation (or animation expression). Then a command in LUA or C++ (Not checked yet how Leadwerks call the animations, but we could call something like this:

     

    animate (CYCLE_WALK+AIM_FRONT)

    This would select the walk cycle for the legs and aiming at the front for the arms.

     

    If there nothing like this yet, this could be really nice to have, and for example, we could trigger a expression change (mean face expression like fear) when the character is hit, or angry when the character attack.

     

    Without this, there is a way, but the character must be made "in parts" and theses parts must be attached to bones.

     

    A little out of this topic, I have a question: can we take a animation from another model an apply it to a active one. (Like the animator would create each animation inside a separate file). Would this could work, or we require to have all the animation inside a single file?

  11. ...have some issues importing a tree, especially the leaves are my problem. If i use Blend mode: Solid i see white markings arround the leaves, but if i use "Alpha" the leaves are "see through", so i can see stuff that's behind the leaves and that should'nt be visible at all. Any hints on how to fix that?

     

    Perhaps the alpha channel of the texture is not set properly, can you post the picture? You should use alpha. Perhaps the texture is made like that. Looking at it quickly in Photoshop would reveal what is happening. Do you have parameters for the alpha blend mode?

    • Upvote 1
  12. Instead of doing for "every pixel" of the rectangle, I would translate the rectangle start and end coordinate in 3D. Then from these coordinates create a bounding box

    Then:

     

    - Inside a loop, check all the objects that are in view(if possible or all of them), then check if they are inside the bounding box.

    • Upvote 2
  13. Hi, A user reported a problem importing from FBX model. He sent me the model to check.

     

    I opened the model and there was NO geometry inside it (imported inside 3DS MAX, since I pre-ordered Leadwerks 3.1), the user reported an access violation and crash from LE editor when he tried to import the file.

     

    Here is a link to the thread

    Here is the model

     

    The probable cause of this could be that LE is trying to get the geometry and get to the end of file.

     

    How to reproduce:

    import the provided FBX model inside the Leadwerks editor.

     

    Reproducibility rate:

    From the user report 100% reproducible. (Check the thread for more details)

     

    I helped a little bit the user to export models from Blender in FBX and now the models work correctly. So exported scenes in .FBX that contain geometry will not create the problem. Please use the provided file to reproduce the problem.

     

    By the way the web site is incredible! I was surprised that we could chat directly and exchange files from the site! smile.png

     

    Regards,

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