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Everything posted by Marcousik
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I was just looking at everything in the workshop, tired after works, then suddenly this: Page 20: Page 21 Page 22
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The last creation I did in a few hours, with Leadwerks, very satisfying performances, love building new atmosphere:
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please check this I made today: The sphere could be any size...
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Why don't you use sprite or emittlers ? This can be a solution until new feature.... So I did here simulate foggy, cloudy atmosphere:
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Thx a lot macklebee you are a lot of help
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Great thx. Is this actually usable: Texture::SetQuality(int quality) ?
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Hi there, The link is broken, is there something like this ? I'm searching for the script function to manage texture quality as for example setWaterQuality() change the water quality thx
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Questioning View distance options on models
Marcousik replied to Marcousik's topic in General Discussion
Yes great idea. There is a lack at about 500m or 700m, would make more sense than 2 options used for 15m and 30 m, I think. A SetWorldCullRange() function would be the best. Edit I played the beta version of tom' clancy Wildlands and I must say this is a very impressive open-world as I see how much work it is, trying to build a little piece of such a thing. Well after this, I'm thinking the view distance settings like there are in Leadwerks actually are not that bad because in such open world games those 2 distances (far and infinite) will be used by lower graphic options: Infinite can only be seen Buildings, rocks and a few trees, Far view is used for all the rest of the models that only appear as the player approachs them. So you obtain a (relative) good view of the world. I will try this -
Questioning View distance options on models
Marcousik replied to Marcousik's topic in General Discussion
I didn't know this, thx macklebee, that would be exactly what I need, maybe is there an actual translation to lua ? -
2 points: 1) I cannot see the difference between infinite and max. 2) I wish the possibility to use a longer view distance between "far" and "max" because using "far" gives a too short view of the world, and "max" just like "infinite" is making the game too heavy. Can we get something like this ? thx I'm just thinking/asking: As "far" gives a relative short view distance, is this really useful to give the options "near " and "medium" ? A view distance about 2x or 3x the "far" distance would be great...
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As I work with many models, and I have many times to set manually the diffuse, normal or spec .tex on a used material. Maybe other users too. Well, very simple but very practical would be if the selected open folder (by selecting a texture) would be automatic the same folder where the concerned material is.. By making a lot of different materials, I spend much time looking at "where is this now?"
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I have to say it's better because the crash doesn't occur anymore in beta now, BUT sadly this last update is not so stable for me as the first 4.3: Loading the main map of my project is a success with 4.2 and the first 4.3 (before the update) , whereas in beta it occurs now "windows exception violation". Josh could you upload an optional version on steam with the first 4.3 (as it was last sunday), would be very cool....
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@Josh 4.2 works fine 4.3 before last update was working fine. 4.3 since today crashes, No possiibility to start a new project/change map..."Object already deleted"...crash back to windows Beta: Change map..."Object already deleted"...crash back to windows Back to 4.2 - works fine Maybe same as there: http://www.leadwerks.com/werkspace/topic/15714-started-with-a-lighting-issues-and-now-i-cannot-create-new-project/
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Big crash here, since last update from yesterday... It loads the start map of my project, then I #m not able to load another map, or change the project once updated. I become this message and leadwerks returns immediatly to windows ?? I tried to update the vc_redist files. Here trying to load another map from updated project Here trying to change the project:
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Here is a try with inside rain collision, I made today: Edit To make this I just let about 200 or more box with Mass set to 1 with invisible material falling over the player in a randomized area: This will be used as shape for roof collision. Attach a sprite /billboard with the rain Material. Then an emitter at collision()/position for water splatsch. After colliding just put the same box over the player again and again..... The problem I found is that after 10 minutes or more it will be "Error: Run out of lua memory" I checked that the game RAM would be bigger and bigger with time. The material applied to the sprite seems to be essential in this. Seems that using a alpha texture is unfortunately too expensive. I used finally a very thin sprite with a default material shader Model/flat/default - Alpha setting + Z-sort. Seems to be the less expensive for best graphic results. Edit: Solved with collectgarbage() added in main() Now it looks like this:
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wrong issues with Z-Sort materials
Marcousik replied to Marcousik's topic in Leadwerks Engine Bug Reports
Well thx, the bug seems in beta version to be gone -
wrong issues with Z-Sort materials
Marcousik replied to Marcousik's topic in Leadwerks Engine Bug Reports
https://1drv.ms/u/s!AiVBgjDAyIXLjTwioYFQM-YLlQYA Here it is, please just run the BugMap and look at the difference through the camera. I modify the NavMesh material to create the bug. -
I thought about this yet I could reproduce this limit with a new map 4096*4096 created with any textures added (min. 5) from a new FPS project. Just try it. Create a new map, add 5 textures in paint tool, try to publish -> Exception access violation. Remove one texture, it succeeds. I would be very interested on this, if anybody could confirm this !
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Ok...Do we have something to control/manage this ? I did many test and I could see this: 4096*4096 maps size with 4 textures or few are all 96mb (without models for sure) 4096*4096 maps with 5 textures become all 160 mb and this too much for publication. With 9 textures first get the maps size 224mb. What I mean it looks like map sizes are levelled.