xtom
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Only for publish though, not for export. I've had to manually remove files/test game, remove files/test game but I've managed to get my zipped project down from around 900MB to 240Mb. Every MB counts when you have to upload at a measly 512kb/s.
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Looks great, nice work.
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I've spent ages trying to trim my 2GB project folder down so I can make it smaller for upload. When you have so many files it's very time consuming to tell which files you need and don't need for the project to run. I think if the export had a feature to export only included files like the way it does with publish it would make sharing/uploading projects much easier. The publish is only 120MB so there is a ton of unused assets I need to dig through to make it smaller.
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Ah that's the problem I was getting and I mentioned it on one the water blog posts. Didn't realize the .tex gave a better result.
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AMD A10 5800K APU (Integrated HD7660D) 8GB System Ram with 1GB dedicated as video ram. The project folder is 2GB+ but I'm probably only using 10% of the assets so I'll have to try and copy the project and trim it down later.
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When I open my map the windows task manager says leadwerks editor is using 1,269,748 K - am I right in saying this is over 1GB? Anyway I was getting error messages a lot today and I think it might be because of memory usage on the map so I don't think I will be able to add anymore content to my map without causing further editor crashes. I got a bank resize error, cant set clipmap and shadow map texture errors It's a 1024 terrain map with about 18 buildings. Is there anyway to make the editor use less memory? When I run the game in debug mode it says it's only using about 375MB vram.
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It seems some of my map files were corrupt and when I tried to load them I got an error Exception_Access_Violation - luckily these were just simple test maps and not my main game map so I deleted these dodgy map files and also deleted the .bak files in the root of the project folder and now it is completing the publish process.
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I'm trying to publish my project with Included Files Only but it's hanging before the progress bar starts to fill. I waited for 15min and still it hangs. If I look in the publish folder the exe and other files are there but data.zip filesize is 0. If I clear all include file extensions before hand the publish still hangs. The project folder is 2.2GB and if I publish with "included files only" unchecked it works fine and the progress bar starts filling straight away. Or if I publish a different smaller project it works fine both ways. I'm wondering if there might be a particular file causing it to hang but not sure how to narrow the cause down.
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Yeah the music is distracting for a tutorial vid but thanks for the tutorial and looking forward to more also.
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Not sure if this is a bug or not but I notice if you set view range to Near on csg objects in the editor it seems to obey this and they disappear as you move away in the editor, but in-game it seems to stay visible at much longer distance. I'm just wondering if I should set csg in buildings to Near as you won't need to see them when outside the building for example or is this something to not worry so much about with csg objects?
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No crashes or major problems here. The water looks really good. However a black jagged line is visible at the edges of the water plane. So the sky and water are visibly split with this line on the horizon. I'm thinking this won't be a problem when there is landscape between the player and the edge of the water plane but for a coastal view or open ocean it might be more obvious. Although I suppose you could use a bit of fog in these situations to hide it.
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I've made the mistake of rotating stuff when I wanted to move stuff way too many times now. It would really help if the mouse cursor changed in perspective view to remind you and let you know if you were about to Translate or Rotate etc. It's easy to forget if you just switched to rotate and then you go back to move something and instead it rotates.
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I have same problem as Imchasinyou - scene is all black (except under water) until I press F11 to show fps. This is on a new blank map with just terrain and player. Setting water mode to false and it seems to display ok again except without the water of course. https://www.dropbox.com/s/qn8k42d8v5r9wyt/waterbug.jpg?dl=0 Edit: also tested with no terrain and just one box instead to stand on - same problem.
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Thank you for an awesome collection of post effects!
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Ah I see. It would be good if you could edit the values for it after you place it as it's hard to judge how it will turn out. But at least it is something to work with. Thanks for the help.
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Thanks Olby, that works a treat. I never would have guessed a Tube shape could be used for this. Josh in the wireframe top view it looks like it is shaped geometry. By the way is one end of the tube shape supposed to be open? When I add it it is possible to see through one end and see caulk textures inside so I have to flip it over.
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How do you create a curved path like in the screenshot below.. Also what are do the different numbers mean on Smooth Groups 0 to 31 ?
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Yea I saw that and gave it a quick try the other day. Probably if you get good at it and want best of the best results then spending time in a dedicated tool like that is the way to go. But I've been finding the quick normal map that leadwerks provides seems to be good enough in most cases and something similar for the specular option would be good to have too. Not an urgent need or anything, just a suggestion to help speed up game dev time.
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Yeah, it's just one of those ease of use/time saver requests. Clicking generate normal map in leadwerks is sooo quick and handy. A few seconds work and you're good to go.
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The generate normal map feature is really handy, would it be possible to get a similar option to generate specular maps too?
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Looking much better with the grass and rocks in. The audio is nice and tranquil too.
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For small items it is possible to stack more than 1 of the item into a single inventory slot. Like the way many small bullets are stored in an ammo box or many pills in a bottle. So I think this will help a lot with the realism and hopefully avoid a situation like that from happening. Of course the player can always force to break the realism if they really want to but for the most part I think the system without weight factoring will work ok. It's one of those things that I might have to look at again as the item count and diversity increases.
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I think the shadow problem on the top floor is because of the caulk texture you're applying to surfaces. Seems like the light goes right through it or something without making a shadow. If you give the top floor blocks a normal texture on all sides it casts the shadows ok. Maybe a more experienced user can explain it more, I'm still learning the ropes myself.
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I have a hard time calling it a flashlight! It will always be a torch to me. Thanks guys. I'll upload my torch to the workshop when I get a chance but it's not as good as the one that is already there. I spent about 3 days wrestling in blender creating a simple one and then came across the one in the workshop. Doh, at least I learned some blender techniques and 2 different ones is better than 1.
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Yes I've encountered the sticky CTRL thing a few times. There is an option to add a skybox if you select root in the scene tree. Not sure if it will help the lighting.