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Everything posted by YouGroove
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LE3 would seriously need shader/animations/collisions documentation for new comers. ----------------------------------------- @ Digman : I made a tutorial just for you and physics. 1) select imported FBX model in LE3 : right click : Generate Shape -> Polymesh 2) Save collision mesh somehwere 3 ) Drag your original model in the 3D scene 4) in scene tabe, on physic slot "Shape File", open and choose your saved polymesh You can verify it worked by displaying physics. My wish , was to be able to import any obj file when clicking on "Shape File", this way we could create our own collision models instead of using complex generated ones for high poly static models.
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Shader : diffuse detail map + standard normal map
YouGroove replied to YouGroove's topic in Game Artwork
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I changed camera variable as it didn't existed, but even like that it don't compile ? rim.zip
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About texture having only some parts with environment it seems not working replacing the line of code. I put the diffuse texture with alpha i used if someone want to test. wall3Water.zip
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Diffuse/normal/spec/environment not working
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
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It depends on the roads you need, for simple mud or grass roads terrain texturing will be ok. But for real roads meshes, you will need models and you'll have two options : - Have some road mesh tool to manipulate and make road meshes along splines in the editor - Be able to export terrain mesh : in Blender it's easy to draw splines than apply some planes and make extrusions ot have solid roads and you can any time in Blender move splines points and change splines curves. Basic explanation : Perhaps if Leadwerks 3.1 will bring open editor programming and allow users to make plugins, some people will make some model based roads systems.
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@Shadmar : You are right , works better with skymap (i didn't have cubemap check in the sky texture)
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I thaught subdivision work was to subdivide any surface like modeling programs do easyly eevn on planar simple surface. I'm really disappointed about that "magic" shader this is exactly what i thaught. Actually displacement map seems to work more like some height map in fact to have height for your surface or model vertices. Have a displacement map to say how to subdivide from 0 to a lot for small details on texture indeed would be the best system for a real use. ---------------------- What an incredible waste of processing power and GPU for almost planar surface, the most bad exemple of displacement as it should not be used for that model
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It is not Lua code i posted above ?
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You are right, previous material editor bug made some metarials empty as i tested them also. Thread can be closed.
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Crawlers shader will impact frame rate a lot , not their code. You can make another test and just replace the crawler normal/spec shader with a simple diffuse shader and you'll see you'll have better frame rate. You see with one light you have lot better than your 76 FPS . In my test above pictures you can see with one crawler , i got 60 FPS on some area where spotlights where not visible and 30 FPS when near sportlights . It's lightening and shader problem mainly it seems. Perhaps some code optimisation in second position , but what drops the most frame rate is having more than one directionnal light. Indeed at some point more crawlers = more shader processing Not sure about code as in my side i had constant 60 FPS with 9 crawlers in a simple level room. ( 60 FPS is the LE3 max on my level on my laptop PC test , even without crawlers it's 60 FPS) Not easy, and it's done by big companies with lightening coders teams behind. Even don't know if it could work in LE3 and it's workflow and shaders., it wold ask a major rework again.
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Testing LE3 FPS demo : Could it be in editor or running the game , materials have texture chnaging and bugging when you look at some places in the level.
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@DudeAwesome : Last update of today fixed the material editor bug and it works (only generate material function is buggy). What don't works for me it's the environment shader i modified. @Shadmar : Could you post your environment shader file ?
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Shader : diffuse detail map + standard normal map
YouGroove replied to YouGroove's topic in Game Artwork
I tested , it seems to work, but not sure as there is some color problem. On exemple image texture was rock brown, but shader turned it with blue coloring ? Shader file attached if someone want to test. diffuseDetail +normal.zip -
Generate material not working
YouGroove replied to YouGroove's topic in Leadwerks Engine Bug Reports
I imported new texture in another folder. - Select diffuse - Right click -> generate material It puts diffuse on specular slot ? It is due to manipulating and working too much with LE3 that makes some problems or some cache editor bugs ? -
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No, it's screen tearing. I don't know why but print screen can't capture the effect ?? So i reproduced it using Gimp in attached image. Does anyone had that effect ? And hsould not sync function avoid that ?
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Diffuse/normal/spec/environment not working
YouGroove posted a topic in Leadwerks Engine Bug Reports
I picked up the diffuse/normal/specular/Environment shader to test it and it don't work , no environement visible ? It is something i done wrong ? -
I tried but it failed. In fact it's modifying diffuse shader ? Will that work with animated diffuse shader ? Where it is ? seems last lines in fragment ? The problem is this is before normal map calculation.
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Now material editor is fixed i tried again with previously attached file i put here. But it don't work ?
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Not possible. I asked such possibility to make simplified collision meshes for complex high poly models, but nothing ...
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I made a test with one crawler AI only, i don't think it's Lua problem at all . I have 20 FPS in run mode : BUT ... in another level part with crawler running i got 60 FPS What is it ? Lightening and lights problem ? Navigation more at ease on some level part ? ---------------------------- EDIT : Test 1 : Ok i just kept one directionnal light only : 60 FPS contant in all level with one crawler AI. Test 2 : Lightening test : 5 Crawler one directionnal light only : 60 FPS mainly all time Going another room where it is a spotlight with 5 crawlers following frae rate stays at 30 FPS max. This is shader and lightening performance problem. -------------------- Main ideas for optimisation : Number Lights max per shader or model : LE3 shaders can receive any number of lights to compute shaders, as we suggested we should have the possibility to indicate on shaders or model entity how many lights maximum they should receive. Global illumination system like Deffered radiance transfert volumes Well like Josh said optimisation will come later, no need to hurry now. (Build your level and gameplay first). start.zip
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I have simple walls, and i see visible tearing when not moving and rotating camera. I have in App.lua : function App:Loop ... --Refresh the screen self.context:Sync(true) .... Is there another way ?
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Good initiative. But you should move that thread in Game Art thread instead where it should belong, Showcase is more about games instead.