
thehankinator
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Everything posted by thehankinator
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I've used the models before, they are great! Some of the characters animate with weird parts stretching in odd ways but still really useful. Especially for a prototype. UU3D is a must have to convert aminated characters though. It was pretty generous of TGC to release them.
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GUI isn't a released feature yet so I wouldn't expect everything to work properly or have the API finalized.
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I would hope that the techs at Microcenter were bright enough to try another power supply...
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Is your BIOS configured to show POST? It might show some information. Have you tried putting it in that second PCIE slot? There is also a setting in the BIOS that sets the source of the primary video adapter, have you verified is set to PCIE? Can't remember what is called on Intel boards
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What version of Windows do you have? I've reinstalled windows 7 from the disk after a motherboard change using slmgr.vbs without much issue. Sometimes required activation by the automated phone service. Not so sure about Windows 8 or 10. Especially if it's through digital entitlement. Never had luck copying an installation.
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There really isn't a good way of doing it. You could try sysprep but your results may vary. If I were in your shoes I would buy a new HDD along with the motherboard. Install to the new HDD, keep the old one intact to copy your data back. Eliminates to risk of forgetting to back something up. Or you could try returning the video card and getting a different make and/or model that may play nice with your PC
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This looks and works great! Should be included with LE imo.
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Low frame rate with low CPU/GPU utilization
thehankinator replied to thehankinator's topic in General Discussion
I'm not expecting more than 1 core to be utilized but none of them spend significant time above 40%. I am pretty sure that the utilization reading includes any work drivers are doing. So I'm thinking there is plenty of spare time on the CPU side. -
Low frame rate with low CPU/GPU utilization
thehankinator replied to thehankinator's topic in General Discussion
Correction, in that scene I found a door that was still set to dynamic. After setting it to static the framerate is up to about 100fps but still CPU and/or GPU utilization isn't close to 100%. I turned the poll rate on GPU-Z to 100ms to get more granularity. According to GPU-Z I'm still averaging about 35% GPU load. HWiNFO is saying the busiest cores are rarely going above 40%. Am I wrong that with vsync off one or both of the CPU/GPU should be spending the majority of time at or near 100%? GPU-Z Sensor Log-2.txt hod-2.txt -
Low frame rate with low CPU/GPU utilization
thehankinator replied to thehankinator's topic in General Discussion
The 2 red lights are spot lights set to static. The 3 white lights are point lights set to static, dynamic and buffered. The characters are set to no shadow and all geometry is set to static shadows. Yes release mode. I can send you the project later tonight if that's what's needed. -
I've got vertical sync turned off (context:Sync(false)) so I was expected to see either my CPU or GPU (or both) pegged at 100% but that's not what is happening. Neither seem to be particularly busy. Anyone have an idea what's going on? I've attached CSV(rename to CSV, forum wont allow them for some reason) files from GPU-Z and HWiNFO64. GPU-Z Sensor Log.txt hod.txt
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If you are going to buy an AMD CPU, I'd wait a few months. AMD is going to be launching new line of CPUs that, if you believe the rumors will be significantly better than their current lineup. The AMD GPUs have had rocky support with leadwerks in the past but for the last 6 months or so(maybe more?) I've had no problems with mine(R9 380). AMD has really improved their driver support recently.
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Have you taken a look at this video? It's over a year old but the approach should work.
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Leadwerks Winter Games Tournament 2016
thehankinator commented on Admin's blog entry in Leadwerks News
I've been kicking around the idea of making a benchmark tool maybe like 3dmark. Would that count? -
I think if you are using the vanilla invisible material you should be fine.
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Application stops working at start up.
thehankinator replied to lxFirebal69xl's topic in General Discussion
Build and run it from Visual Studio in debug mode. The debugger should halt execution at or near where the problem is. -
I am not using probes so this should work great, thanks guys!
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I wrote a small helper for scheduling a callback after x milliseconds. It's been really useful for my AI scripts. It's not locked onto a specific time function so that you can create a timer that will not tick while the game is paused. If you are interested I'll post it but from the user end it looks something like this: function Script:UpdateWorld() if self.some_condition_met then TimeKeeper:Add(250, self.Dosomething, self, arg_val) end end function Script:Dosomething(arg) --do some work or whatever! end I've used it for periodic stuff also like this: function Script:Start() TimeKeeper:Add(250, self.Dosomething, self, arg_val) end function Script:Dosomething(arg) --do some work or whatever! TimeKeeper:Add(250, self.Dosomething, self, arg) end
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How can I make a material that is visible in the editor but not when the game is running? For use specifically for invisible triggers. I could change the material via a script but it would be nice if I could create a special material that did all that for me. I'm thinking of something similar to how it looks in Source engine
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As long as Leadwerks doesn't provide a mechanism to specify the order which entity scripts are loaded, that problem will exist. By adding a script.PostStart function to the life cycle of a script, when execution reaches that point in a script the programmer can assume that any entity script it depends on has at least been allocated and has had a chance to initialize variables to a usable state. Which is more than the programmer can assume now, every script.Start has to assume that nothing exists but itself and has to initialize anything else it depends on manually.
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That would work but I don't like the idea of the engine effectively deleting functions from my table at runtime for which I have no control over. Also you would have to set it to nil before calling script.Start otherwise circular dependencies could cause problems. Not saying circular dependencies are a good idea but they happen. Also its a manual step for the scripter to call script.Start on any and all entities that it depends on being initialized. Imo it's clearer when execution occurred if there is a separate entry point in the script that occurs after every object in the world has already had script.Start called on it.
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I don't see why Reep's workaround wouldn't also work in lua. After map is loaded, iterate over all entities in the world and call PostStart if there is a script and the function exists. EDIT: Talk is cheap, here is the code. Call this after the map is loaded function CallPostStart() local w = World:GetCurrent() local e for i=0,w:CountEntities()-1 do e = w:GetEntity(i) if e.script ~= nil and type(e.script.PostStart) == "function" then e.script:PostStart() end end end
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Well it looks correctly in the game. In the Model Editor if I scale the model at all, it turns white or teal (just in the Model Editor). In either case, it's always white when I place it in the level with the map editor.
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That worked! Thanks mac
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Hey guys I have a friend that was nice enough to make me a proper model for my game. He's exported it as FBX and it looks right in UU3D but when I import it to Leadwerks it looks wrong. I tried exporting from UU3D directly to Leadwerks MDL but it has the same problem. In Leadwerks I've assigned all materials that have a texture. Any ideas? Looking correctly in UU3D: Looking wrong in Leadwerks: extension_coord.fbx