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Everything posted by tjheldna
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Hi Christian Here is a close up of the face. Now that you mention it if noticed the eyes were a little to wide also a little to sunken into the head. I've played around with it some more, so here it is.
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No problem Guppy and nick.ace, feedback is always welcome, and there is always room for improvement. I must admit I don't know a lot about lighting. I'll have a play around with you suggestion, thanks! As far as specular goes, at the moment it is a high poly zBrush model and in zBrush specular is done more in a painted material than a map. The spec isn't going to come across to the final model so I don't spend a whole lot of time on it. He will go through Quixel's ndo and ddo for sure and that's not far off. Rick and I are prototyping an idea at the moment to see if the idea floats and there is interest. You will have to wait and see =) Thank you all for your time.
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Isolated, lost and weary. Fear and danger follows his every footstep. Gavin has been through hell already, but his hell is only a beginning... 'Gavin' R&T
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This is really surprising and thought it was a bug for sure. Is it a possibility to make it so? [edit] Or at the very least have the prefab link broken when you run the world so it appears if it is nested.
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You might want to take a look at the example Rick created a little while back. http://www.leadwerks.com/werkspace/topic/10636-leadwerks-game-list-server/page__hl__raknet
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If I create a prefab that has prefabs as children, then add the main prefab to the map, the child prefabs don't appear. I've tested by changing a setting and breaking the prefab connection, the child appears again. I've tested with numerous prefabs. e.g Root ->House.pfb->Fridge.pfb The fridge wont appear. Cheers
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Would be very handy. The visibility control should be for the editor only I think.
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I'd very much like to see this kind if integration. Old or not the results from Quixel and Substance alone have blown my mind. Those programs are now standard programs I use in my workflow to create final textures and can't speak highly enough about them. If LE supported it I don't think it would be a step back at all. Would that model you proposed be compatible with these programs? It's a big +1 from me.
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Probably been requested before but adding the ability to be able to create BSP plane geometry would be a very welcome addition to the editor.
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I'm sure that would be hours and hours of game play if you were stoned.
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Sorry close this.
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Editor crashes after being left idle for a while
tjheldna replied to tjheldna's topic in Leadwerks Engine Bug Reports
I'll be sure to test when I get home. Thanks! -
Editor crashes after being left idle for a while
tjheldna replied to tjheldna's topic in Leadwerks Engine Bug Reports
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. -
Editor crashes after being left idle for a while
tjheldna replied to tjheldna's topic in Leadwerks Engine Bug Reports
Here is a video of the resource monitor from my macbook pro. Leadwerks Editor is open with a project open and the computer is not being used at all. I believe the column in question is the "Working Set (KB)". The values appear to be constantly going up. http://youtu.be/2wiyphLlDAc Hope this helps -
Editor crashes after being left idle for a while
tjheldna replied to tjheldna's topic in Leadwerks Engine Bug Reports
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? -
Editor crashes after being left idle for a while
tjheldna replied to tjheldna's topic in Leadwerks Engine Bug Reports
Actually I just checked my sleep settings to do some testing and it appears I've set my computer never to sleep. It's just the monitor that turns off. I'll put sleep mode back on and see how it goes. -
Editor crashes after being left idle for a while
tjheldna replied to tjheldna's topic in Leadwerks Engine Bug Reports
No just The Editor, I use Modo and zBrush mainly but don't have an issue with them over a long period. I'm curious can you replicate the crash too Josh? -
Editor crashes after being left idle for a while
tjheldna replied to tjheldna's topic in Leadwerks Engine Bug Reports
I'll test it out and let you know. -
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!
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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?
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Editor crashes after being left idle for a while
tjheldna replied to tjheldna's topic in Leadwerks Engine Bug Reports
Reported this a while back, and still happens to me. YouGroove just told me to close down my computer to fix lol. http://www.leadwerks.com/werkspace/topic/9655-editor-crashing-after-long-period-of-time/ I was thinking I was the only one. -
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,
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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!
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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 =)
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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.