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YouGroove

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Everything posted by YouGroove

  1. It's easy to see that colours are weird. Here is painting the low poly model on 3D coat : color for skin simple, is flat good looking not weird or distortion on color. It must be a problem with my model and textures. It works bad on another 3D engine.
  2. which I'm guessing if I make the physics shape based on the mesh is why people can pass through if going fast enough. I exprimented that problem with big 3D object, moving one object super fast, it could go trhought large walls that all have backfaces. It's more a physic bug ( .... again ) I would suggest the abilty to import our own custom collision shape in model editor. usefull specially for some grouped complex objects , where you need just the character not beeing able to walk throught or on them.
  3. I didn't do a copy/paste of your text , and had ex_textcoords0 instead of ex_texcoords0. It works, but the problem remains, as the model is ok , but full specular. And i see another problem like colors that are not smoothed, even if i use a simple dynamic normal map shader without specular ? If i use dynamic diffuse only, colors are flat and ok. Seems the color problems is more a problem with my normal map ?
  4. 2 days before the start of the tournament a theme is announced. Your game has to be build with this theme in your mind. Announce it 2 weeks before also, if 2 days before the theme you don't like you finally dont' participate.
  5. In model editor , the model is Y axis mirrored, i can't dezoom also, and material don't drop on it, model stays white color. Even the ball on material editor don't appear. You have tested it on one model ? (perhaps i done somehting wrong ?) If i put back vec4 color_specular = materialcolorspecular; All is back to normal but with full specular only.
  6. Hopefully , You can manually change Leadwerks.cfg.
  7. I's already commented on line 87. And this don't work.
  8. Thanks, i tried everything, even every invert. I finally find it's "bumpiness" that is set to 1, you need to decrease to values like 0.2 or 0.1 in some cases like this one. Other problem is specular that seems to not read my spec map ?
  9. working in a character i wanted to preview in LE3 already, but normal map mess up in model editor ? Anyone have some idea on the problem ?
  10. Make it simple , free solution : Download Blender, it can import 3DS , obj and other formats than export to FBX.
  11. DaDonik : Physix from Nvidia indeed pushes performance up, could it be simple physics or complicated fluids. Well don't need to discuss more on the subject as LE3 is not going on Nvidia Physix.
  12. Nope the problem is that 150 boxes just show LE3 big problem even compared to LE2.
  13. Reply will it be possible to be as goood as this one ?
  14. So Tournament is over , and i have lot more time this week, that's sad. Next time planning 2 weeks or a monthly challenge could be lot better.
  15. Don't take account of what i reported for swept collision fail (can abandonn my WipeOut game prototype ). OK LE3 physics are fine, no problem.
  16. If you need each time you create a new project , the character Barbarian, or any other model, material, skybox etc ... that are not present by default in LE3 new project : Just go to that directory : C:\Leadwerks\Editor\Templates\Common And add your materials, models etc ... you need to be included by default in any new project. (You should save that folder before any LE3 update) Hope LE3 in some future will add some possibility to import assets packages we would need in a new project.
  17. But your spheres are CSG or models ?
  18. @Rick : If you have time, perhaps you could some day make a video showing how to use FlowGraph in your game ?
  19. Strange as ia can run games even using shaders. After all re install even drivers could have gonna wrong ? i don't know ? Must be a problem elsewhere, caus i got LE3 running on that lap top already. What is sad is for others 3D engines all is fine with actual re install, only LE3 don't want to start and run LE3 don't like intel HD Family Chipset. My laptop switches from Intel to Radeon via Catalyst manager for managing which app will launch on Radeon. I tried for LE3 but it don't switch (and it don't also switch for some others 3D engines editors).
  20. My laptop have two chipsets : Radeon 7670M Intel By lauching a game and AMS system Monitor , the Intel works full instead of using Radeon GPU. So LE3 can't run on good Intel GPU ? I mean good caus it's not fast as Radeon, but runs well games and shaders. Why when other engines all is fine ? OpenGL problem ?
  21. Like posted in General discussion : I made a restore LapTop system from origin. I worked a lot with LE3 on that computer laptop. so i launch LE3 after the restore , it loads "Darkness" game , the editor is open, but after some loading time, it shut down ? Just tested and all is ok with two others 3D engines. What LE3 have so specific , really ? too much hardware requirements or specific this time Here is the log : Initializing OpenGL2 graphics driver... Initializing OpenGL... OpenGL version 310 GLSL version 140 Loading font "C:/Leadwerks/Editor/Fonts/arial.ttf" (10, 0, 0)... Loading font "C:/Leadwerks/Editor/Fonts/arial.ttf" (10, 0, 0)... Loading shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/Drawing/DrawDottedLine.shader"... No errors. No errors. The fragment shader uses varying ex_color, but previous shader does not write to it. Failed to link shader. Loading shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/Wireframe.shader"... WARNING: 0:27: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. No errors. No errors. Loading shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/solid.shader"... WARNING: 0:34: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. WARNING: 0:14: 'assing' : implict conversion between types allowed from GLSL 1.20 WARNING: 0:14: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. No errors. Deleting shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/solid.shader" Loading shader "C:/Leadwerks/Projects/DarknessAwaits/shaders/skybox.shader"... WARNING: 0:46: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. No errors. No errors. Loading shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/Dynamic/default.shader"... WARNING: 0:42: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. WARNING: 0:50: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. No errors. Initializing OpenGL2 graphics driver... Initializing OpenGL... OpenGL version 310 GLSL version 140 Loading font "C:/Leadwerks/Editor/Fonts/arial.ttf" (10, 0, 0)... Loading font "C:/Leadwerks/Editor/Fonts/arial.ttf" (10, 0, 0)... Loading shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/Drawing/DrawDottedLine.shader"... No errors. No errors. The fragment shader uses varying ex_color, but previous shader does not write to it. Failed to link shader. Loading shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/Wireframe.shader"... WARNING: 0:27: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. No errors. No errors. Loading shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/solid.shader"... WARNING: 0:34: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. WARNING: 0:14: 'assing' : implict conversion between types allowed from GLSL 1.20 WARNING: 0:14: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. No errors. Deleting shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/solid.shader" Loading shader "C:/Leadwerks/Projects/DarknessAwaits/shaders/skybox.shader"... WARNING: 0:46: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. No errors. No errors. Loading shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/Dynamic/default.shader"... WARNING: 0:42: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. WARNING: 0:50: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. No errors. Loading shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/solid.shader"... WARNING: 0:34: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. WARNING: 0:14: 'assing' : implict conversion between types allowed from GLSL 1.20 WARNING: 0:14: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. No errors. Loading shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/grid.shader"... WARNING: 0:30: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. No errors. No errors. Loading shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/Drawing/DrawText.shader"... No errors. No errors. No errors. Loading shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/Drawing/DrawPrimitive.shader"... No errors. No errors. No errors. Starting Leadwerks... Loading material "C:/Leadwerks/Projects/DarknessAwaits/materials/developer/caulk.mat..." Loading shader "C:/Leadwerks/Projects/DarknessAwaits/shaders/nolight/diffuse.shader"... WARNING: 0:45: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. No errors. No errors. Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/developer/caulk.tex..." Loading material "C:/Leadwerks/Projects/DarknessAwaits/materials/stone/stonefloor01.mat..." Loading shader "C:/Leadwerks/Projects/DarknessAwaits/shaders/lightmapped/diffuse+normal.shader"... No errors. No errors. No errors. Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/stone/stonefloor01.tex..." Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/stone/stonefloor01_dot3.tex..." Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/common/lightmap.tex..." Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/common/lightvectormap.tex..." Loading model "C:/Leadwerks/Projects/DarknessAwaits/models/characters/barbarian/barbarian.mdl" Loading material "C:/Leadwerks/Projects/DarknessAwaits/models/characters/barbarian/barbarian.mat..." Loading shader "C:/Leadwerks/Projects/DarknessAwaits/shaders/dynamic/diffuse+normal.shader"... WARNING: 0:49: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. WARNING: 0:64: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. No errors. Loading texture "C:/Leadwerks/Projects/DarknessAwaits/models/characters/barbarian/barbarian.tex..." Loading texture "C:/Leadwerks/Projects/DarknessAwaits/models/characters/barbarian/barbarian_dot3.tex..." Loading texture "C:/Leadwerks/Projects/DarknessAwaits/models/characters/barbarian/barbarian_spec.tex..." Loading material "C:/Leadwerks/Projects/DarknessAwaits/models/characters/barbarian/barbarian_weapons.mat..." Loading texture "C:/Leadwerks/Projects/DarknessAwaits/models/characters/barbarian/barbarian_weapons.tex..." Loading shader "C:/Leadwerks/Projects/DarknessAwaits/shaders/effects/projectedshadow.shader"... WARNING: 0:53: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. No errors. No errors. Loading material "C:/Leadwerks/Projects/DarknessAwaits/materials/stone/stonewall03.mat..." Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/stone/stonewall03.tex..." Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/stone/stonewall03_dot3.tex..." Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/common/normal.tex..." Loading material "C:/Leadwerks/Projects/DarknessAwaits/materials/stone/stonewall02.mat..." Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/stone/stonewall02.tex..." Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/stone/stonewall02_dot3.tex..." Loading material "C:/Leadwerks/Projects/DarknessAwaits/materials/fabric/carpet01.mat..." Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/fabric/carpet01.tex..." Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/fabric/carpet01_dot3.tex..." Loading material "C:/Leadwerks/Projects/DarknessAwaits/materials/developer/leadwerks.mat..." Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/developer/leadwerks.tex..." Loading shader "C:/Leadwerks/Projects/DarknessAwaits/Shaders/Lightmapped/diffuse.shader"... WARNING: 0:36: 'assing' : implict conversion between types allowed from GLSL 1.20 No errors. No errors. No errors. Loading material "C:/Leadwerks/Projects/DarknessAwaits/materials/wood/wooddoor01.mat..." Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/wood/wooddoor01.tex..." Loading texture "C:/Leadwerks/Projects/DarknessAwaits/materials/wood/wooddoor01dot3.tex..." Loading material "C:/Leadwerks/Projects/DarknessAwaits/Materials/Icons/SpotLight.mat..." Loading shader
  22. I re installed Win7 on my LapTop that have Radeon graphic chipset. I used a lot LE3 on that Laptop before re install. Now it begins to laod "darkness game", the editor is visible, but at some point it sutdown ?
  23. @Rick what is the problem , if it works ? ( I don't know if i'll remember to call the AddRef() ) Perhaps we should have 2 functions : loadFont() and loadRefFont() instead of going into obscure programmer code ?
  24. For mobile i agree, 2 lights perhaps can be better in performance indeed. If you target PC fast indie game not using deferred, than it's limited actually. Im' not sure deffered to be the holy grail, indie games can run on even basic PC not Crysis configuration PC. Even some 3D engines allow any number of lights and the engine manage to activate the nearest lights to camera. Light projector will help to by pass that limitation also (heavy used in Doom3) @Rick : Could you create dynamically the lights/deactivate depending on camera distance ? Yo could avoid that limit this way ?
  25. Always install to the default dir to avoid issues on any platform you get LE for Ok , i reinstalled WIndows, and thaught i could put LE3 in some 3D directory instead of the root of C: ? Like you answered, i must keep C:\Leadwerks specially for Android (paths remain hard coded finally in LE3 ....).
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