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Everything posted by Alienhead
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I think so. Start.rar
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This does not happen with my build. AMD Drivers: 24.9.1 As matter of fact I do not even have decals rendering unless there a lights on my map which casts shadow. I have my map setup to use no shadow casting and it won't render probe lighting, decals or csg paint.
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i'll be a bit, they working on elecrtrical lines over here and lights popping on and off every few mins.
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its part of a HUGE 2.8gb project.. how about a video? or see if i can dupe it in a small scene.
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I can place a light on the outside of the scene and turn on its shadowing and everything works.. for the most part. but if i tick off cast sahdows then I lose probe cohesion.
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Yes there is something majorly not right here. I get no pointlights inside the interior but i get planes of black tinted material appear randomly all over then disappear.
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yes, brightness set to 0 and color set to 0,0,0.
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I'm mainly just wanting the inside of the buildings to be dark, I'm not concerned with the shadowing. I recall in LE I could set a probe, put a light inside the probe and set it to static, the light probe ( or light ) preformed like baked lightmapping. Is this possible in Ultra yet? or am i beating a dead horse? hehe
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Yes I have directional light turned off, so does that mean I wont get the effect I was seeking with that setup ?
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Okay once more, in the editor i can set up the scene just as I want, brushes, paint, probes, shadow etc.. But up on running in game mode I get this -
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Okay discovered something. If I have an outdoor lighting casting shadow my indoor probes work. But if I turn off shadow casting on the outside ( which is what I want to do ), my interior probes do not kick in.. Is this the normal way probes work? If so I'll have to adjust my entire lighting scheme.
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I'm trying to setup an interior probe so that the inside of the structure is darker than outside. I cannot seem to make the probe influence the scene whatsoever. Any tips?
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Whats the proper way to use this command? I'm trying: LoadPostEffect("Shaders/PostEffects/ssao.frag") But I get nothing.
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Completely reworked my mud terrain pbr, it no longer uses tessellation ( speed up ), this is all done with normal, rough and AO. Also, this scene uses NO SHADOW casting whatsoever. Shadows are so 2010's.... I'm searching for a different kinda buzz.
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Haven't experienced this in some time.. but I have also changed over to a AMD card since then.
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Is this exposed in LUA yet? Keep getting error when trying to use this command.
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Until the culling system is in place does SetHidden(true) to distant objects help the renderer any as far as speed goes? Not that it's slow by any means, I just got a map with litterally 10's of thousands objects on it and trying to do some optimizing.
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Yes this controller is built ground up.. I do believe we found the problem. It's timing.. Im fixing it now.. thanks for your help !
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My controller does height picks to objects directly in front of the player, this data is used for the Parkour engine. I've noticed that if i turn down the pick checks to one pers 100ms, I get collision. This is starting to seem like a controller bug on my end. But maybe not as I should be able to call a pick every sync without disturbing the physics collision system?
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Moving both the dumpster model and a school bus model into a new blank project and they both work. placing the same models into my current project and I get no collision. I have no test map that wont work to share. but my main project they have no collision. It could be a problem within my UAGC controller.. but I cant phantom where to begun looking. it uses the standard first person physics model.
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OKay I'll try to make a simple map where this happens. Keep in mind that this does not happen to every model, just a handful that i have discovered so far. One being the one I uploaded. If it remains to be such a low-rate isolated problem then perhaps Im just wasting your time?.