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YouGroove

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Everything posted by YouGroove

  1. @kavex : Your tutorial in the end is for achieving Minecraft like the picture in their tutorial site : What you are asking is a new system. It is same if i asked to Rick : "Please can you make some GUI and inventory system" based on that tutorials. This thread is Rick tutorial thread, a tutorial is LE3 tutorial , not on how to create new terrain system ,new GUI system or new shader system ... You should post technic new stuff on suggestion or programming threads instead.
  2. @kavex : It's not a tutorial , lot more programming some complex voxel system, caus it asks optimisation, or am i wrong ? You can just create cubes in Leadwerks 3, optimisation needing to be coded. Minecraft like ....
  3. Over the shoulder or behind, could be a simple input script parameter under script tab no ? I thaugt it was some pivots ? one for shoulder, one behind character ? (I forgot, entities child in the scene don't move with parent in Leadwerks 3, so pivot would not work or am i wrong ?)
  4. Better use oriented bouding box for collision indeed (actually LE3 don't have car physics) ,and call functions like PhysicsSetPosition, PhysicsSetRotation, or AddForce, AddTorque. Character controller as it's name says it , it's for standard character based games, not vehicles.
  5. @Rick : I seen some video demo named "over the shoulder demo" Will you make a tutorial with the code ? Or post your actual code on WIKI for example ? This would be usefull for TPS games or any RPG , even space ships camera system (putting camera behind the ship instead of shoulder indeed).
  6. Just tested whatching Windows process, very stable no increase of memory switching multiple times, i even had some memory decrease at some map switches (perhaps because second map is really small) I don't know but actually it works without release(), and using it just crahes, and crashed with another project test i had. Perhaps if you use more complex maps and really different ones the problem will happen ? This is not a version but general problem , see my old thread from Nov 2013 when i used Leadwerks 3.0 http://www.leadwerks.com/werkspace/topic/7804-tutorial-lua-map-changing/page__hl__map+load Nobody could find a solution or what hell was going on and i finally find out that simple solution. Well the best could be to ask Josh to try to make work or debug World:release with actual test levels. This command have a problem or bug indeed ,and it is blocking if you use it.
  7. OK here is the solution : refering to my old SOLUTION THREAD THAT SHOULD BE PINNED SOMEWHERE OR IN WIKI : http://www.leadwerks.com/werkspace/topic/7804-tutorial-lua-map-changing/page__hl__map+load I changed your code in App.lua to test more easy : it just works great --This is our main program loop and will be called continuously until the program ends function App:Loop() if self.window:KeyHit(Key.H) then --self.world:Release() self.world = World:Create() Map:Load("Maps/lol.map") end if self.window:KeyHit(Key.J) then --self.world:Release() self.world = World:Create() Map:Load("Maps/start.map") end ... ... In fact NEVER use the command : WORLD:RELEASE() and all will be ok. Just tested level switching with your maps multiple tims without any problem. Second point : never forget that maps are referenced from Map system folder so adress them always with "Maps/mymap.map" Could it be in code or using some drag and drop slot. @Rick: I don't understand why it worked on your tutorial map changing ? (http://www.leadwerks.com/werkspace/topic/8103-gameplay-tutorial-requests-here/) but didn't worked for me some time ago( old thread), and solution i posted without the command world:release() worked finally for me and works with actual bug report that posted cowlol.
  8. ok Why loading a level, as you have interior and exterior already ? what do you want to load more ? ------------ A bug on BSP geometry : ----------- Last time i used succesfully map changing, im' not sure i used World commands like you've done : self.world:Release() self.world = World:Create() Map:Load(self.map) Another point , you put directly "lol.map" on slot of script Loadlevel.lua It shoumd be like in App.lua "Maps/lol.map" -------------- I changed code in App.lua ot that : --This is our main program loop and will be called continuously until the program ends function App:Loop() if self.window:KeyHit(Key.H) then self.world:Release() self.world = World:Create() Map:Load("Maps/lol.map") end same problem with that code. I remember having also a problem with map changing, i finished to resolve it after lot of tries. I'll see if i can find that old thread.
  9. @cowlol : Anyway, nice game prototyping. Downloaded your first link. I got a problem only using the debug version. I would say always publish the NO debug version, just publish RUN version and you won't have that problem. I think running debug version outside of the editor is problematic and debug version should be only possible using the editor. Your link is big 600mo, i seen it has lot of stuff that is not used in your game. You should publish your game this way your game publishing will only contain what is used in your game and will be lot more smaller. --------------- Downloaded your second file : All is ok on debug mode. When running the map in "Run" mode i got one error after wlaking or side strafing a little in the room ? I got also a read only memory error ? Have you some special script ? or trigger ? Also loading your game i see in the log a sound is missing. Really strange.
  10. @Rick : So you mean i can use Script.mapfile without declaring it ? It will auto declare ?
  11. Ok but if he uses : SELF.mapfile he must declare somewhere : SCRIPT.mapfile. I only wanted to point that. Or it is possible to use SELF.mapfilezzz without declaring mapfilezzz nowhere ?
  12. Your App.lua map variable is not declared anywhere. You have removed local mapfile declaration : --local mapfile = System:GetProperty("map","Maps/start.map") self.mapFile = "Maps/lol.map" if Map:Load(self.mapFile)==false then return false end self.mapFile = "" So you need to declaring in App.lua first line : Script.mapfile = nil If you plan to use some self.map variable, or am i wrong ? ---------- Some questions : If you use Lua and Steam edition, you should not have any Visual Studio C++ problems. Are you makings special C++ stuff mixed with Lua ? Expression: vector erase iterator outside range For information on how your program can cause an assertion failure, see the Visual C++ documentation on asserts. This would mean you have some value out of range, i don't kwno what you do in specific C++, you just have to LOG the vector problem on a file to do some debug. Failed to read file ''C:\Users\(I hide my name here)\Documents\Leadwerks\Projects\buildandshoot'' When does this happen ? When loading map in the editor or running the game ? Perhaps it's a corrupted map ? Could you post a screenshot of your editor showing this error to see the error logs ?
  13. If you select "scripts" you see all scripts stangely ? and you have App.lua in double ?
  14. The new camera Gizmos showing what is looking camera don't show anymore ? Has it been some update of LE3 ? ------------------------ EDIT : Ok, closed LE3 and restart and camera shown well. (Stability you miss me) Thread can be closed.
  15. looking at 2nd picture and logs of editor : That's strange LE3 error comes when after loading ressources, LE3 save settings ? Could you disable "Auto saving " in the editor preferences ? Is LE3 runned as administrator if you was under Windows ?
  16. It seems specular to not be used anymore and thye go with metalic and cavity instead to better represent materials. UDK have already shader making tool graphically, with LE3 you could do that but you'll need to program yourself, and use material slots to had three new features : Metal, Roughtness, Cavity What to say, it will ask lot more GPU as now this is not specular component but 3 new component to calculate and choose or create ,so some more workflow work instead of one specular only map, but the result is great. I've looked more at a concrete example like the game The Order to see what was done. Almost 20 steps to achieve a 3D model for in game ... fewwwww ... only studios can put so much work , i doubt some little indie ot put such work on all assets of his game, he would never finish his game http://blog.selfshadow.com/publications/s2013-shading-course/rad/s2013_pbs_rad_slides.pdf In fact it reminds me a lot of genetica tools for textures, but working on shaders. Material Layers is great, like painting layers. Almost comparable to multitexturing but now working on any object of the scene, and it's not only diffuse multitexturing, but shader material multitexturing. For example reflective water mixed with ground brick. So less work on a 2D program to make unique textures, as you'll just take any model and do some multitexture paint per vertex. You could have same models with different "paintings", and this allows you total freedom like what we can see on last image. It will ask even more GPU as this will be calculation of multiple shaders combined and materials layered, so lot more slow than simple actual shader system. For indie people, the way that won't work will be if it asks lot more maps to create and lot more settings in the workflow, this could become a big amount of work even less accessible anymore for non 3D artists. The solution could be a simplified system, with tools to auto calculate the differents maps and the necessity to have a library of predone materials base also, good for general cases.
  17. Strange i disabled on lot of prefabs occlusion culling, it didn't changed a lot the frame rate. So occlusion have a cost indeed, and we just need to keep it on animated models, lights and complex stuff ?
  18. I seen some new on Steam about LE3 full screen effects that can be used by coding. Will it be some "full screen effect" default settings loaded at map start ? Something you could setup in some "map effects" properties panel using checkbox and valued field input ?
  19. Just tried to load your map i got Exception. Watching the logs i see 3 delete commands ? LE3 should not delete anything and should just load materials and textures etc ... ? Would it be possible to have some map validator tool ? or detail list viewer ? (if that problem could happen to anyone ? )
  20. Ok when importing i have FBX2MDL.Exe that is crashing only. So convertion fails. Should be stiked or pinned somewher, i repost a working setting for static meshes from Blender to FBX ; Alos i recommend using Blender 2.68 and above (even if older versions works well). @bandrewk : Could you post your blender file please ?
  21. Well i think i was running in Debug mode that's why i had such low FPS values. ---------------------------------------- Last test i made that shows LE3 is somewhat very good power at final : Tested on simple LapTop with radeon HD 7600M. Not running AI demo FPS i got in "run" mode not debug around 25 to 30 FPS. When ennemies comes well it goes front ot the two some 8 FPS, and when they are dead on ground, the elevator is working, it is some 13 FPS , when elevator is up and done , it goes up to 20-28 FPS. I think elevator script to slow down stuff , perhaps it's lights or physics (didn't taked a look on how it is scripted and done). Something to dig like two ennemies that slows donw engine so much Need some serious physic problems correction and map corruption solution that some of us had in projects and it will rock a lot. Yes LE3 really shines with so many lights , shadows in real time considering the almost ZERO optimisation BUT... all these topics on optimisation are to be considered , specially when people will use more stuff like full screen effects , particles, GUI in game , open outdoor , terrain , trees, grass, saving FPS will be a necessity.
  22. I agree, 3D Coat can import high res models and it has best retopology tools , Auto Unwrapping for UV, and you can calculate normal maps with it also, all in one. Topogun and Xnormal can be a very good cheap alternative than buying 3D coat, but 3D coat with free updates is really something that worth it's money if you are able to sculpt 3D model, a all in one tool.
  23. Corrputed map is not Steam specific as i had that problem with LE 3.1 non Steam. We would need some tool like "map content" viewer and analyzer that would allow to see what is corrupted and what is valid.
  24. Why needing to find it each game frame update when you can have it directly. Even Spawners could have it directly. Well i think this is the way i would go , have player as global variable to keep it simple without drag and drop on all NPC and all doors and other in game traps , systems, collision zones.
  25. When you edit a post click on "Use Full Editor" button to see file upload.
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