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tjheldna

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Posts posted by tjheldna

  1. There is no post process and is a newly created project a few weeks ago in lua. Real time rendering is not enabled (just checked).

     

    I did a bit of testing with a new world with the monitor side by side. The working set was static in a freshly loaded editor and an empty world. Started to add various objects to the world, all fine. Added a 1024 x 1024 terrain, that's when the working set starts climbing. It also appears when the terrain is deleted the working set value continues to climb.

  2. Turned sleep mode on and left LE editor open over night there was no crash when I checked this morning. So problem seems to occur if sleep mode is turned off and I guess it makes sense it could possibly be a leak as it's constantly running.

     

    So Josh maybe try changing "put computer to sleep" to "never" and try it out over night. I'll bet my system is well below your specs so maybe it takes longer on yours. 4 - 5 hours of inactivity is a rough guess of how long it takes for me.

     

    What kind of tests can I do for the memory?

  3. Have been testing this with Rick and it appears that picking does work!

     

    Now if the entity is scaled, in this case from larger to smaller using the model editors General Tab-> Scale values. It appears that when picking in game, the pick will only return if hit on the entities original size, not the scaled size as I would have expected.

     

    If you need any more info let me know!

  4. Hi BES,

     

    Just wondering are using Modo too?

     

    Thanks for that, but I'm sure numbers are right. The reason the model is soo big is because Modo works in meters and my conversion to cm isn't happening on import.

     

    So in Modo by default 1 game unit = 1 meters in Leadwerks.

     

    In Modo's prefs I've set 1 game unit = 0.01m which converts 1m in Modo to 100cm in Leadwerks. Technically I am working in meters it's on export where the scaling happens.

     

    The conversion isn't happening on exporting so although I'm scaling to cm, meters are imported for some reason as a result the model is huge. If you scale the model by 0.01 In Leadwerks the model resizes to what I'm expecting.

     

    Inside the fbx file the conversion is there displaying P: "Lcl Scaling", "Lcl Scaling", "", "A",0.01,0.01,0.01 for the scaling. So I believe Modo is likely doing it's job, but I'm no expert when it comes to reading an fbx file.

     

    I'm thinking Modo's exported fbx file is a little different compared to other packages like Max or Blender. Is that possible?

  5. Hi,

     

    I'm having trouble working out scaling into Leadwerks. Every time I change scaling settings in Modo the model always imports into LE the same size.

     

     

    Opening the fbx as ascii I think I would expect the "Lcl scaling" field would alter the scaling of the model when imported into Leadwerks, however it always imports as 1.0. If I scale the model to 0.01 in Leadwerks it then scales to the exact size.

     

    When exporting in Modo as it always works in meters I scale the units by 0.01 which is reflected in the below snippet from the provided fbx file.

     

    
    Model: 160264608, "Model::stove01", "Mesh" {
    Version: 232
    Properties70:  {
    P: "RotationActive", "bool", "", "",1
    P: "ScalingMax", "Vector3D", "Vector", "",0,0,0
    P: "DefaultAttributeIndex", "int", "Integer", "",0
    P: "Lcl Scaling", "Lcl Scaling", "", "A",0.01,0.01,0.01
    }
    Shading: Y
    Culling: "CullingOff"
    }
    

     

    Here is a test fbx file from Modo if you add it to the world it's huge, but scale it to 0.01, 0.01, 0.01 and it's the expected size.

     

     

     

    I must admit I'm not really that confident with this post as I don't know much about it, I may be missing something, but any help on the issue would be great.

     

    Regards,

  6. Trying to disable collision on some bsp by setting the collision type to 'None'. In the world editor with collision visible you can see the collision shapes still there.

     

    In game code while trying to do pick's, the pick will hit the brush not go straight through it as I would have thought it would seeming collision type is set to None'.

     

    Cheers!

  7. OK Here is a sample project, it crashes for me with the below steps. The prefab I've made is complete rubbish, but it still simulates the building block pieces we are using to create a house.

     

    NB Due to the nature of this crash it only happens once per project so if you want to recreate the error again, you need to delete and unzip.

     

    Steps to crash:

     

    - Load start.map

     

    - Load breakMe.pfb

     

    - Load start.map again - should receive error message.

     

     

     

    enjoy =)

  8. I've managed to reproduce the crash and recieved a number of error messages when switching maps. The main one in question is the shadow map one.

     

     

     

     

     

     

    The main factors include:

     

    - 1 complex prefab with many entities as children. excess of 200 children made up of models mainly and shape hints for collision.

     

    - A map with a number of instances of this prefab saved.

     

    - Exit the world once the instances of the prefab are saved in this case I opened the created prefab.

     

    - Reload the original map and the error occurs.

     

    As Rick said lighting/shadowing isn't the same after for any map in the project after the crash occurs.

     

    Let me know if you need any more info.

  9. Not sure if this is a bug or suggestion, but I'll put it here.

     

    If you select an entity in the scene list the item is lighted in a bright blue color, however if you select an entity in a view port the list's highlight is a light grey.

     

    As the list gets bigger, it's becoming increasingly difficult to find that selected entity when selected from the view port in the list. Sometimes I've had to do a couple of passes to locate it.

     

    Could this selection scenario be changed to the bright blue color too?

     

    Cheers!

    • Upvote 1
  10. Was going to put this in it's own report, but I think this could be an extension of the cloning issue. Prefabs added into the world are being deleted when certain criteria is met and reloading the map.

     

     

    - Drag a prefab into the world

     

    - Save the map

     

    - Reload the world

     

    - Make a change and save the map

     

    - Reload the world

     

    The prefab will no longer be in the map....

     

     

     

    Cheers!

    • Upvote 1
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