-
Posts
4,978 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Downloads
Everything posted by YouGroove
-
Could you attahc your file for us to try ?
-
I think there is a special shader to use with alpha mask.
-
It must be laptop as hard drive is not comparable as tower PC one. I agree for normals and tried,problem is you loose smoothed rounded corners stuff.
-
We usually uses in LE3 1024*1024 textures of 4Mo it takes some time to load. And loading some 500Ko model without textures takes long of time , even droping it in the 3D editor scene.Would be great to have faster loading , instancing times. Or perhaps i'm wrong and it's the wya it works ? I attached a file model to test. modular.zip
-
On the official docs, the only example is wihtout parameters. How to set up the type ? there is no example or indication on whate are the values or how to combine them ?
-
I wonder it is possible to set full screen mode in LE3 ? And how to change default resolution ? i used in Lua Window.Create, but returned errors using parameters.
-
What example, can you point me the picture ? ( as i posted a good bunch here) It will depend performance VS loading time, what is your choice. That's strange caus 1.7 Mo building as one model is super slow to load compared to all 4Mo textures (1024*1024) we use. Some future LE3 optimisation will be needed later in that area. Object information (vertex,normals, faces) is lot lot more lightweight than textures.
-
Another really good : http://forums.epicgames.com/threads/722048-Downtown-Manhattan-%28UDK%29
-
Make modular 3D stuff, but assemble them in your 3D app (Blender, Maya etc ...) Make the buildings you want using 3D Tiles in your 3D app , than export your whole building as one mesh only to FBX. Caus LE3 don't have ability to combine models as one (see floor below) Yes.
-
Good article. http://www.thiagoklafke.com/modularenvironments.html
-
Could it be 3D coat or another app, there is no LOD system in Leadwerks 3. It is for community project or your own one ? ----------------- About optimisation : A simple cubic 3D model imported in LE3 , i assembled in 3D coat, they are 3 heights of them and frame rate go very low, this is not complex model, but this represents too much entities for LE3 with static shadow . 3D scene : In game : I would say , avoid 3D Tiles for now, go for already assembled models before FBX export. Specially if it is static level indeed
-
How do we do that ? In Appearence tab for static level models or stuff the there is only one option : Shadow : none, static, dynamic. Nothing for resolution shadowmap, and no shadow map resolution choice even in Options/video also. Some future LE3 improvement so ?
-
Improved character animations using Smartbody
YouGroove replied to Christian Clavet's topic in Suggestion Box
I agree, i would go for some Unity like Asset store integrated in LE3 site instead, full control and freedom , more small plugins or systems allowed and sometimes little plugins are amazing when they do the job they are meaned for and that you needed. -
Yes models are in the zip file if you want to test or stress test. Loading time is too long, as 40000 K is even polycount of today next gen one charcater only for example. I used Blender only to make the models you can download the file in the first posts here. This is just a test Eilander, wanted to see how much modular you can go using one model or several assembled 3D tiles. 40 000 is not a lot, as 3D characters today can have 15 000 to 60 000 polygons or more for cinematic. No for a scene you won't use 120 building , and use a lot LOD, only nearest ones will have lot of detail. Why not , if i wanted 80 000 polygons in my scene ? a group of next gen characters easy represent 80 000 poly and more in cinematic. I would bet lot more in LOD and mip mapping, lightening quality shader variation. In debug without buildings i got 30 FPS, adding two models buildings frame rate is almost unchanged, some 25-28 FPS. Only tile based building making in LE3 will make lot of entities and drop frame rate to 15 FPS. There is no problem from polygons number, but more on entities number so the way you make your building (one model Vs aligned 3D tiles in LE3) , this is same problem for any 3D engine. UDK or Unity propose some merging functions to merge your models as one model. Indeed not compare with AAA engines, but they push polygons lot more higher , not only building, but all level model individual entities that are a lot to manage. This is not a bug, it was working like that on some other 3D engines. To have continuous lightening, you must use BSP for 3D Tiles, or make models in a special way : i'll try to find the thread on that. After some test, in fact you must do like BSP with models, so recalculate treshold of normals in LE3 to 15° for example. With this hard surfaces and not smoothed faces value ,lightening will be ok.
-
What version of Leadwerks do you use?
YouGroove replied to gamecreator's topic in General Discussion
@gamecreator : Yes this is great news, unfortunatelty physics can't be optimized a lot more as this Newton 3 engine. Only way would be like for Neosis GUI and have some extern other 3D engine Api integration . Perhaps im' wrong. -
I recalculated with 15 Degrees so it removes the smooth factor what i dind't wanted, and self shadows are still low res and look bad. Self shadow as option would have been better in that case.
-
Could it be possible to have ability ourselves to adjust mip mapping ?
-
Would boost performance , specially with shaders and good lightening quality. http://iamsparky.wordpress.com/2011/07/12/mitmaps/
-
But not having it in self model and only environment could be better looking sometimes : Right model without shadowing on itself looks better and as background decoration it's ok. Would have been great to have it project some shadow around and not on itself. .
-
5 models buildings : average is 28 FPS Using small wall in LE3 and aligning parenting to make the 5 buildings , average FPS 18 FPS So better avoid 3D Tiles or use them in a clever way (top down camera, reduced field of view, LOD ...) Models in zip if you want to test yourself. Models.zip
-
3.1 You are right, but i wanted to test it For models it's better but same conclusion frame rate drops a little , im' going to remake and publish the test for models only so. But what i've said about broken lightening is right, assembled in one model no problem, but when using models aligned in LE3 they don't share same lightening pass so it is broken. I know Josh did some imrovments on frame rate, what is great. My goal is not to say frame rate is bad , but only goal here is to compare frame rate using one model Vs multiple models. Indeed one model will be always less draw call than several, it's a balance to find. I think like Skyrim, 3D Tiles are used in a specific tool or directly in 3DSMAX , than they just assemble all level 3D tiles as one or several big models specially that Skyrim levels dungeons are not radom generated. http://blog.joelburgess.com/2013/04/skyrims-modular-level-design-gdc-2013.html
-
In the editor , each building is a prefab : In game : All hierarchy and position seems to be loosen running the game. See prefab attached file to test. building2.zip
-
Here is the tests : Each of three buiildings is one FBX model , FPS stays around 25-30 Building prefab made of lot of BSP pieces and saved as prefab (don't take account it don't look like a building this is a prefab bug) Two buildings only and not as complex only cubes for walls : FPS drop by half around 12-15 FPS What to say : less objects, less draw calls indeed. Some 3D engines like UDK or Unity allows to "merge" models in your scene as one object to imrove a lot performance. LE3 and Boolean Union for BSP will be a big improvment for performance and BSP.
-
Exporting individual pieces and aligning in LE3 , the lighting is broken. As lightening is done per object it will work in one assembled 3D Tiles you export as one object. But lightening won't work if you assemble models 3D Tiles in Leadwerks 3. I remember some old subject in naoter 3D app about 3D Tiles objects not pre assembled : You had to export normals of vertex differently or break faces for objects to have some continuos lightening For now i would say pre assemble your buildings before export to FBX.