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Existing C++ project converting to 2.3


Chris Paulson
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I have the following problems in my project since converting to 2.3.

 

1) Frame rate droppped from 120fps to 2fps - if I comment out my AI it goes back to 120fps. What should I look for? Has any params changed to anything?

 

2) Controller will not move, have the params changed for this (I was on 2.28).

 

Thanks for any help.

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I have the following problems in my project since converting to 2.3.

 

1) Frame rate droppped from 120fps to 2fps - if I comment out my AI it goes back to 120fps. What should I look for? Has any params changed to anything?

 

2) Controller will not move, have the params changed for this (I was on 2.28).

 

Thanks for any help.

 

 

 

 

The only thing I can think of with the controller not moving is you have to add mass to it.

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The only thing I can think of with the controller not moving is you have to add mass to it.

 

 

Correct solved my problems:

 

1) Line Pick - if you specify the radius param other than zero it is very very slow. Set param to zero and FPS returned to 120. Param didn't do anything pre 2.3.

 

2) val = (flt)atof(GetEntityKey(e,"mass","60"));

 

Was setting mass to zero not 60? Guess the default on entity key is broken. Editted my .sbx file and added mass and controller started working.

 

I guess these are things for Josh to fix in the future.

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Just need to find out how to make my skybox appear now.

 

Guess I need to process the atmosphere model.

 

 

For Bmax and C++ thats is necessary yes.

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LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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It would be nice if the sbx file had a classname in for atmosphere and ambient light otherwise I haven't got anything to look for against the model.

 

 

Are you using C++ or Bmax?

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LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

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"I used to be alive like you .... then I took an arrow to the head"

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I suppose there would be a couple of ways:

 

Look for something for the Skybox etc. that is unique to that entity. and Key in on that. skymaterial?

 

Or create an entity naming option in the standard lua script for the Atmosphere:

 

group:AddProperty("EntityName",PROPERTY_STRING,"","Name")

 

and then parse the .sbx looking for that if "EntityName" = whatever, cuts out trying to use the automatic incremental numeric naming the editor does.

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

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LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

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"I used to be alive like you .... then I took an arrow to the head"

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It would be nice if the sbx file had a classname in for atmosphere and ambient light otherwise I haven't got anything to look for against the model.

Why wouldn't it, if those entities have been added to the scene?

My job is to make tools you love, with the features you want, and performance you can't live without.

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Not quite sure what you mean but this is what is in my sbx file: -

Model {

path="environment_atmosphere.gmf"

position=-2.00000000,0.000000000,1.00000000

rotation=-0.000000000,-0.000000000,0.000000000

scale=1.00000000,1.00000000,1.00000000

id=416742776

"backgroundcolor"="127,127,127,255"

"camerarange"="0.100000001,1000.00000"

"class"="Model"

"fogangle"="0.000000000,15.0000000"

"fogcolor"="234,233,215,255"

"fogrange"="0.000000000,200.000000"

"gravityforce"="0.000000000,-20.0000000,0.000000000"

"intensity"="1"

"name"="atmosphere_1"

"range"="10"

"reloadafterscript"="1"

"skymaterial"="FullskiesBlueClear0016_2_L.mat"

"volume"="1"

}

 

it has a "class", it has a "name" which is not fixed, it doesn't have a "classname".

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