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Everything posted by gamecreator
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Camera don't render on texture in STANDALONE version
gamecreator replied to Russell's topic in Leadwerks Engine Bug Reports
Are you loading a texture that's maybe not in the exported datafile? Have you checked to make sure all your textures/etc. load successfully? -
I had to try this myself. I added textures but the results were what you would expect: Brushes: Models: I then combined all boxes into 1 mesh and all collision boxes into 1 collisionmesh in 3DS Max and exported it. The speed was again good: I think the lesson is that limbs slow Leadwerks down a lot and yet individual brushes don't.
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Does this mean that if reepblue combined all of those boxes into a single mesh that it would be the same speed? Because that's probably how you would want to export the house in the original post anyway.
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Terrain Building API in Leadwerks 5 Beta
gamecreator commented on Josh's blog entry in Development Blog
Does this mean you're not planning on implementing a dynamic navmesh, like for doors that open to let characters through? Or is that something different? -
The automatic physics options don't work very well for most shapes and certainly not for complex ones. Even something relatively simple like the scene below (a single FBX), the various options either overdo it or give horrible results. The final one is convex decomposition with the maximum (6) iterations.
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I wish there was a standard for this but it really depends on your game. I wonder how many triangles and bones these models are in Shadows of Mordor: Or these in Arkham Knight:
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That's pretty neat so far. I wonder how that same test will compare with dynamic shadows.
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I guess I don't understand the difference. What can you do with your method that you can't do by exporting the models together (one as the visible mesh, one as the collision model)?
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I saw that and had several comments on that page. It seemed to me like a longer way to do what you can do directly in the modeling program (create and label a collisionmesh or collisionhull).
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Leadwerks doesn't seem to be very good at creating even simpler collision meshes (as per my thread) so I think you'll need to use Marcousik's suggestion and make them in your modeling program yourself. Edit: just realized that the thread is in the LE5 beta forums though it discusses LE4 so I don't know who will have access.
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I suspected so but wanted to mention it. Thanks.
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I'm not sure if it's an animator decision or something with the engine but the neck seems to stretch and head stays in place during the right-arm attack starting at 5 seconds. In contrast, the left-arm attack at 13 seconds seems much more fluid and the head moves down with the body.
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In that case then yes. If that's possible that would be very nice.
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Right, for Steam it's easier. I'd love to continue doing the same for Game Analytics as well. I think that one is more complicated to set up.
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Yup: https://partner.steamgames.com/doc/api/ISteamNetworking#SendP2PPacket
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I admittedly don't know how that would differ from what seems to work for me now. I would love to continue to just be able to call: bool SendP2PPacket( CSteamID steamIDRemote, const void *pubData, uint32 cubData, EP2PSend eP2PSendType, int nChannel = 0 );
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These are two very important parts of the engine for me, for what that's worth. Everything I do now is in pursuit of coop multiplayer and I think it's important for developers to get free feedback in their game about what is too simple/boring or too difficult to aid with developer blindness.
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7-zip (free) does this. For example, here's the relevant line in an automatic batch file I created to back up a project: "C:\Program Files\7-Zip\7z.exe" a -tzip "projectname backup.zip" "C:\Users\user\Documents\Leadwerks\Projects\projectname\" -mx9 -xr!.vs The -xr! argument makes it so a folder is excluded from the zip. In my case it's the .vs (Visual Studio) folder which has over a gig of Visual Studio created project files. The exe has a lot of helpful arguments to choose from.
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I know it's not the same thing but since Leadwerks supports multiple custom password-protected zips (which I appreciate maybe even more that Steam and analytics support), you can make each zip only a few hundred megs or however small you want.
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Script memory usage explaination
gamecreator replied to tipforeveryone's topic in General Discussion
What is your current limitation in LE4? Is it framerate? -
I don't know anything about shaders but I'm guessing klepto uses a different shader type then to get the height of a wave for object buoyancy.
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Here are the three versions (no bloom, default bloom, your bloom). Your bloom definitely does a much better job of not affecting the background (though it still alters it a bit). Thanks much for sharing this.
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I only have one in the Utility folder. I'm guessing you downloaded another somewhere. Would you mind attaching the files to a post?
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In Steam, if you right-click on Leadwerks, go to Properties and Betas tab, you'll see if you're opted in. But the one that is generated with release for me is 1,767 bytes and this is the entire thing: SHADER version 1 @OpenGL2.Vertex #version 400 uniform mat4 projectionmatrix; uniform mat4 drawmatrix; uniform vec2 offset; uniform vec2 position[4]; in vec3 vertex_position; void main(void) { gl_Position = projectionmatrix * (drawmatrix * vec4(position[gl_VertexID]+offset, 0.0, 1.0)); } @OpenGLES2.Vertex @OpenGLES2.Fragment @OpenGL4.Vertex #version 400 uniform mat4 projectionmatrix; uniform mat4 drawmatrix; uniform vec2 offset; uniform vec2 position[4]; in vec3 vertex_position; void main(void) { gl_Position = projectionmatrix * (drawmatrix * vec4(position[gl_VertexID]+offset, 0.0, 1.0)); } @OpenGL4.Fragment //This shader should not be attached directly to a camera. Instead, use the bloom script effect. #version 400 //------------------------------------- //MODIFIABLE UNIFORMS //------------------------------------- uniform float cutoff=0.15;//The lower this value, the more blurry the scene will be uniform float overdrive=1.0;//The higher this value, the brighter the bloom effect will be //------------------------------------- // //------------------------------------- uniform sampler2D texture0;//Diffuse uniform sampler2D texture1;//Bloom uniform bool isbackbuffer; uniform vec2 buffersize; uniform float currenttime; out vec4 fragData0; void main(void) { vec2 icoord = vec2(gl_FragCoord.xy/buffersize); if (isbackbuffer) icoord.y = 1.0 - icoord.y; vec4 scene = texture(texture0, icoord); // default vec4 blur = (texture(texture1,icoord)-cutoff); // glowmap blur.r = max(blur.r,0.0); blur.g = max(blur.g,0.0); blur.b = max(blur.b,0.0); float pixelbrightness = scene.r * 0.3 + scene.g * 0.59 + scene.b * 0.11; fragData0 = scene + (overdrive * blur * max(0.5, 1.0 - overdrive * pixelbrightness )); //fragData0=blur; } Try creating a new project and see if Leadwerks creates this for you too in the Utility folder.
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Thank you. I'll try it in a bit. Are you on default or beta?