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Everything posted by nick.ace
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NP diedir! @Rolandd I looked again at my code, and it turns out I was missing a line in the app_dot_lua_header.lua file. I uploaded the new code to Workshop. This needs to be a global variable in App.lua, like the rest of app_dot_lua_header.lua: invisibletexture=c:Load("Materials/Effects/Invisible.mat")
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Hi Rolandd, I think you are missing the invisible.mat material (which you may have deleted) or you deleted that part in the code. There should be a box generated in the code to allow for faster raycasting. I don't really know where that smaller and taller box in the middle of the vehicle is coming from though. Maybe that's something you put in?
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What's the biggest development challenge you face?
nick.ace replied to Josh's topic in General Discussion
I agree with Haydenmango. I usually have to design around performance management (I don't really have the memory problem, just more of the performance problem), and that takes a lot of time. Of course, part of it's me, but no doubt Leadwerks could improve certain areas of performance. -
Ok, I just looked at the script. It is a little more complicated than I thought. I'm working on the FPSGun.lua file. Put this at the top of the file: Script.reloadstarttime=Time:GetCurrent()-10000 Put this around the code inside of the Fire() method: if Time:GetCurrent()-self.reloadstarttime>5000 then --fire code end Now, the 10000 I put at the top is for ten seconds (I'm basically saying put the reload time back 10 seconds to begin without so there is no lock). Anyway, that part isn't that important. The part you will likely have to change with this new code is the number 5000. I just used this for testing purposes. Basically, after 5 seconds of starting the reload process, you can fire again. You'll probably want to pick a better number. I also didn't test it that much, so there might be other timing issues, but you should be able to move the start reload animation line somewhere else to fix these.
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One way is by adding a time check. So you could do: if Time:Millisecs()-the_start_reload_time>animation_length_in_millisecs then --put the firing code in here end
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Try this: //Leadwerks Material File blendmode=1 castshadows=0 zsort=1 cullbackfaces=1 depthtest=1 depthmask=0 diffuse=1.00000000,1.00000000,1.00000000,1.00000000 specular=0.501960814,0.501960814,0.501960814,0.501960814 alwaysuseshader=0 mappingscale=1.00000000,1.00000000,1.00000000 drawmode=-1 shader="Shaders/Model/diffuse.shader" texture0="./skid.tex" Obviously replace the .tex file. This seems to work pretty well for me.
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I'm not sure, maybe because it's not from the official source? You should try the Intel website, that might work better. Just search for the same driver version.
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No problem. Let me know if it works!
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Ok, yeah, then I would try to look at those links. It's probably a driver issue, at those links have places where you can get drivers that are a little older. That card seems to be pretty common as well.
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It's probably a driver issue. There tends to be a lot of bugs with AMD and Intel drivers in that some releases work and some don't. I would try a different driver version. http://www.leadwerks.com/werkspace/forum-2/announcement-3-graphics-drivers-for-leadwerks/ This has info for your specific card, although the URL above would probably work just as well: http://steamcommunity.com/app/251810/discussions/0/613935403958977590/ Also, are you on Linux or Windows?
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I need to know the graphics card though or the OpenGL version since those could be tied to the problem.
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What type of graphics card do you have? What is your OpenGL version?
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Sorry to revive this thread, but did anyone get these characters to work? Edit: nvm, I answered my own question: http://arteria3d.invisionzone.com/index.php?/topic/260-obm-character-export/
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What exactly is the polygon limit for Leadwerks???
nick.ace replied to David Mortensen's topic in General Discussion
Thanks gamecreator for the link! Well, maybe I shouldn't have said that (I meant it more in a practical sense since that is unlikely imo to be the major performance wall), but I doubt anyone will reach the polygon limit alone unless you use higher unoptimized meshes. Anyway, deferred renderers tend to be much more efficient than forward rendering (Unity free) when using large amounts of geometry: http://en.wikipedia.org/wiki/Deferred_shading -
What exactly is the polygon limit for Leadwerks???
nick.ace replied to David Mortensen's topic in General Discussion
This can be a difficult thing to diagnose. First of all, most likely the biggest performance issue here is the physics, not the polygons. This is where you might get different results. Leadwerks physics uses Newton Dynamics as the physics library, which is primarily concerned with accuracy over performance. Unity uses PhysX if I'm not mistaken, and PhysX is probably more optimized for large loads. In terms of polygon counts, Leadwerks should be able to handle millions of polygons (I haven't tested, but I have a much weaker computer than you and have used well over 150,000 polygons in a scene before). I think there were even tests Josh did with many millions of triangles, but I can't seem to dig that up right now. Part of the reason why I say this is because Leadwerks uses a deferred renderer, which polycounts rather irrelevant, and Unity free doesn't (although the paid Unity does). The debug run option is mainly for exception handling and stuff like that. I would not run your code with that. I think it's more for code debugging than for actual testing. That being said, I personally don't find the debug run option that useful, but it might be more useful to others. It drastically decreases performance. -
Also, if you were going for a 3D menu, you can use raycasts to select a menu item (like if start, exit, options were actually 3D meshes or textures on those boxes).
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I'll take a shot at it. I don't own the zombies pack right now, but I can probably take a guess at what you need to change. There will likely be a command called LoadAnimation() in there. It'll probably say something like LoadAnimation("Run"), so you need to change it to something like LoadAnimation("Walk"). You can find the actual animation name if you double-click on the zombie model and go the animations tab to see what it is actually called ("Walk" might not be the animations name, just guessing).
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Hi MaybeMe! If you go under File->Program Manager there is a publish option for a project that you choose. The will create an .exe installer for you game (so you can distribute just that). I'm not sure if publishing on the Steam Workshop is the same process or not, but regardless, you can make essentially self-contained programs with Leadwerks.
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Hi zanderuk, did you copy/paste the code in app_dot_lua_header.lua to the top of App.lua? That might be the reason why it's not working. I think I might have forgotten to document this.
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I think I'm a little confused. The displacement map doesn't really displace (it basically allows the texture to blend in a non-linear fashion). Anyway, is this the effect you are looking for? I sometimes use displacement maps for decals on terrain, but you can use it for ground textures too, which gives the effect in the picture: http://steamcommunity.com/sharedfiles/filedetails/?id=288132701 Or is the method you are talking about more complicated?
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Can't you already do this now with the displacement map?
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TrafficWerks: A traffic system for Leadwerks Features: -Almost any type of road imaginable is possible -Performance stays roughly constant no matter how many roads there are -Adaptive turning means vehicles are less likely to miss turns -Vehicles react to obstacles in front of them including other vehicles Upcoming: -Better turning -Traffic lights (they are completed, but I have to reorganize the script or provide light models or something) -Road prefabs -Multi-lane roads -Variable speed limits http://steamcommunity.com/sharedfiles/filedetails/?id=364622139
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I think it would be valuable to have the Steam achievements API exposed through Lua since some people buy games only for achievements.
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@diedir Yeah, sure! I was having trouble with rotations at first too, but I thought of a work around. Anyway, I'm not near my computer right now, or Internet for that matter, but I can send you the code in a few days. The a bunch of stuff specific to my game, but I'll also send some instructions on how to set it upa and use it. It's not complete though, but it's a start. I tried to keep the code efficient.
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@YouGroove You are right, I shouldn't have been making assumptions for everyone. But for these two commands, I wouldn't think that examples would help that much, although it really doesn't really matter though either way. A lot of commands do include examples, but you're right, not all of them do, and some more maybe should include examples.