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YouGroove

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Everything posted by YouGroove

  1. Yes ability to group static geometry to reduce the number of drawcalls. Present in some indie 3D engines like Unity or Anarchy , this is one major performance booster system. Would be great have LE3 beeing able to do that.
  2. Last LE3 optimisation failed as i got frame rate dropping lot more than before. It falls to 6 FPS in debug mode now. That's lot more worst than before update. Hopefully i don't have LE3 project game plan (only LE3 becoming really faster in the future could make me consider it) Optimisation relying on hardware is not a good solution , like Occlusion LE3 hardware not bringing any frame rate gain, could i check it or not on lights or models it's same result or worst. What will be needed in LE3 is real made optimisation systems like lightening system, LOD and others not hardware ones. I tested yesterday two 3D Rpg games on a simple Andoid phone doing basic 3D , one made in one engine , one other on another indie engine , almsot same scenes, the frame rate is super Low on one and very fast on other : the choice of engine is made. I think between LE3 and some other cheap engines, this will be same way to choose for some people when going to consider a real game, not only demo scenes. Yes i'm annoying, but frame rate it's one very important thing , that i point when it is not acceptable.
  3. I confirm the problem. I don't know how it works but : Testing with crawler modle : I select surface 0 : i drop a texture on model , the texture is spread on crawler body I select surface 1 : i drop a texture on model , the texture is spread on crawler body Should not selected surface to be the one receiving the texture ? This is how should be the workflow no ?
  4. Same problem (LE3.1, Win 7, Radeon) It says "Failed to publish" Another bug : When publishing and choosing another directory to publish, it don't work and don't accept any directory , it seems to ask some ".exe" file ? Should it not be a directiry ok ?
  5. I just play with LE3 tutorial : Moving platforms map I have Mygame.exe and debug vesrion also, the two crashes randomly in first seconds or some seconds later. Am i the only one ? (Radeon GPU here)
  6. Idea for future usefull LE3 shader : Metal shader style Depending on factor it can be totally reflective or less reflective. I think this could be done in some diffuse/normal/spec shader adding two maps : - Reflection Environment (for optimisation a simple small bitmap) - Mask texture map to define what parts of texture must be reflective or not and how much (same style as specular a white/grey/black texture) We can already do that using some reflective shader on model parts and attaching these parts by code to the model. But when the model has thousand of small metal parts some shader metal would be needed.
  7. @Einlander : Yes Java won't do it as the goal is engine integration, that means engine able to read Substance textures files and generate textures at game loading. ----------------------------------------------------- After trying Substance in the artists side for texture creation , i just found it's a nightmare of nodes to make a simple texture. Perhaps i'm too accomoded with simple layers and 3D coat or painting programs ?
  8. This means open up engine parts or plugin open system simply. All technology that could come (and go) around LE3 will only be benefic indeed, specially good tools like this one for example.
  9. Forget Substance Engine : Reduce drastically the size of your game: this is for example very useful for the next gen console requirements such as PlayGo. Use the power of the dynamic texturing at real time, to provide unique visual effects in game. No one is using PlayGo on PS4 for now, not sure it will be adopted. http://www.officialplaystationmagazine.co.uk/2013/04/24/ps4s-background-downloading-installing-explained-why-next-gen-wont-waste-any-of-you-time/ Seems ok for real time : Simply that textures generated by substances look very uniform is you just uses nodes and "generate button" and don't modify them by hand. That's it : great for all people and all LE3 users. Even not integrated in Leadwerks 3, i'm sure anyone actually can produce decent textures and materials to use in Leadwerks 3, just need to buy indie license. -------------- I agree that textures size could be very reduced using substance in Leadwerks 3.as textures are generated and combined with parameters at loading. We perhaps could reduce all textures 5Mo (1024*1024) to something very small and have very fast loading times. Why is substance painter more expensive ? better ?
  10. Yeah, but i don't want half hour calculation and generation time, i'm not sure i will find some good Unity project using that method of calculation. The problem with generated is that you'll have lot of textures using generic look caus generated using same patterns variation system and noise system. Some example showing that it looks very "generated" , but indeed looks good and lot of people like me could not do better by hand The result is variation on texture or material is very uniform, for example the rust is the same material along the 3D model on first image without variation on color or bump or details tha tcould be done by hand on some parts. It will look very generic and are very uniform as even for scratches on metal as they are distributed very uniformly (from what i seen on examples) The advantage of 3D artists is to make unique tileable or unique non tilable textures without relying on calculated patterns or noise only , but this is another subject here. Indeed it would be a very great time saviour and a great helper for programmers, not so good at texture people . And i think some people will be smart to use the tool on another ways and break the uniform look of textures or retouch in paint program to bring unique details And yes i would be happy to see that in Leadwerks 3.
  11. I confirm it works, could that be included in Lua templates ? Thread can be closed.
  12. Yes i just tested it's ok , thread can be closed.
  13. Steam just updated, trying to update MyGame default LE3 project i got same error : Error: Failed to copy file "C:/Steam/steamapps/common/Leadwerks Indie Edition/Templates/Common/lua51.dll" to "C:/Steam/SteamApps/common/Leadwerks Indie Edition/MyGame/lua51.dll". Strange as manually it worked, and lua dll was not protected ? so the project icon shows it is not updated. Step two : i close project manager and go back to editor. Step Three: re opening the project manager : MyGame project is maked as ok updated. So we can't avoid a project to be marked ok even if some copy of files fails ? do update function just skip a failed copy or does it stop update on copy fail ? ----------------------------- So i could run the game, but the frame rate is worst than before on my laptop and Radeon : I copied and renamed template .exe from Lua directory to MyGame.exe and MyGame_debug.exe , frame rate is still unchanged and very low like upper screenshot. Let's keep optimisation problem for suggestions thread.
  14. It's not terrain but any models, could it be floors, walls etc ... this should be possible for LE3 as it's shaders only. Advanced shaders system : Vertex painter system : Actually that's unity plugins , but it should be possible in the future for LE3 as it is shaders only (and tool or editor able to paint on models vertex colors) This is style of tools not very known , they exist also in some other big 3D engines, that brings more possibilities to 3D artists and allow to quickly break the visible tileable propertie of tilable textures, could it be floor, walls or models. Some ideas for future LE3 features
  15. I don't know , but frame rate was lot more slow going from 15 FPS to quickly to 2-5 FPS. So this technique is not perhaps good for ATI cards ? Anyway i'm not GPU guru , so i'll just wait.
  16. Physically based shaders from what i seen are just shaders. I mean they keep standard parameters like diffuse map and normal map components. They add a metal map , and some reflection/environment maps for example also or a cavity one. Could that be ported to LE3 ? I think it would mean new shaders only using map slots and some new panel to adjust shader values? LE3 core rendering keeping to be the same ? Will it need a new panel to paint shaders or new tools ? i seems yes. 3D coat for example uses standard shaders, using physically ones : in fact different ones , means more layers, more work some more 3D Coat channels and map for example.
  17. pbr shaders. I doubt LE3 to adopt that before one or two years, or it will be a big surprise, so it is useless for now. Could you post some amazing little level part you made using it ? something using only BSP for example to not complicate level desing ? Well for 49$ indie version could be a good deal if you can really make something of it. But about LE3 integration, indeed i would be for some LE3 integration as it is integrated in Unity 3D as plugin system, this would just bring more quality stuff to LE3 indeed and make engine more advanced.
  18. I tested it. 1 ) Some crashes, problems, seems very beta (i'm not the only one having some serious bugs) 2) It relies a lot on textures also and i tried it and wasn't able to do anything good , it was complicated to figure what to do also with nodes. It can make simple actual workflow to go lot more complicated than using a painting program. 3) Indie means less than 10 000$ per year, something good, but not so good if you would sell a game or games : If you would sell over 10 000$ , what you have to do ? Royalties ? or just pay a pro version ? If you have two games using substance designer ? one using substance and another not : do you include all companie gains for the 10 000 limit ? How to proove you don't have used Substance in two other games you made This is why i payed full unlimited license like Zbrush or 3D coat. Anyway good for people selling no game or not gaining more than 10 000$ selling games ( like lot of individuals like me). 4 ) Are you sure to see what newbbies or not pro node/shaders making qualit stuff ? Some game or level demo to see if lot of us could really use it , and be able to make themselves good textures/materials ? 5 ) It uses lot of specific shaders, not compatible with major indie 3D engines using diff/norma/spec standard shaders. For example Metal shader or reflective/alpha etc ... For LE3 it will allow you to make basic textures, you won't be able to use metal , cavity and other properties ... You will need some physically based shader 3D engine to really take maximum advantage of that program. Perhaps i'm wrong , but after playing with it and seeing license, limited compatiblity with small 3D engines, it didn't convinced me at all for now.
  19. It's laptop today (not PC) : Radeon 7600M It means some specific techniques have been applied in last update, so it will not support some Radeon 3D cards now ?
  20. Another UI system, perhaps doing as good as Scale Form http://coherent-labs.com/solutions/?show=menus_title The price for indie teams is around than 600$, more expensive than Neosis GUI. About performance, possibilities, easy to use, license advantages that's other points to consider for people having the money, but you'll nedd to port it yourself as it is C++, Unity and C# interfaces only. Let's see if it will appear in the future cheaper licenses ?
  21. Same problems here , lot of weird things happen when using selecting object also. (selecting a model, in fact copy/past copies another model instead, and same invisible models copy bug) There must be major broken functions as all was fine before the update. (But well , not important as it's Beta branch)
  22. Selecting a model , i have walls not displaying suddenly.
  23. Finally i could run game after restarting again. But i see other problems : -super low frame rate some times -Strange level stuff disappearing -gun model not showing sometimes It is my pc , am i the only one ?
  24. Can't open project folders using LE3 menu "open folder"
  25. Trying to delete a project : a message says it can put project on trashcan ? It is some window rights problem ?
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