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Leadwerks Engine SDK 2.32 now available


Josh
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require("scripts/class")

local class=CreateClass(...)

function class:CreateObject(model)
       local object=self.super:CreateObject(model)

function object:Render()                
frame = (AppTime()/35.0) % (300-0) + 1                
model:Animate( frame, 1,0, 1 )         
       end
end

 

Works in the editor 2.31 not in editor 2.32

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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Have you tried that? ;)

 

That worked, thank you. So ALL scripts now have to be adjusted as well ... :)

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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as you wish...

 

Screenshot attached .. Clean installation....the red thing is selected object. i can't see any object, terrain, skybox .. nothing... i can see only vegetation, which is disappearing in front of camera ... that's all.

I have 10.4 ATI drivers, ATI5780....

 

Log for you:

Leadwerks Engine 2.32
Initializing Renderer...
OpenGL Version: 3.2.9756 Compatibility Profile Context
GLSL Version: 1.50
Render device: ATI Radeon HD 5800 Series
Vendor: ATI Technologies Inc.
DrawBuffers2 supported: 1
16 texture units supported.
GPU instancing supported: 1
Max batch size: 32
Shader model 4.0 supported: 1
Conditional render supported: 0
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/query.vert", ""...
Invoking script "D:/Leadwerks SDK/Scripts/start/collisions.lua"...
Invoking script "D:/Leadwerks SDK/Scripts/start/fliphook.lua"...
Invoking script "D:/Leadwerks SDK/Scripts/start/globals.lua"...
Loading shader "", "incbin::../../TerrainColorAndLight.frag"...
Loading shader "", "incbin::../../TerrainColorAndLight.frag"...
Loading texture "d:/leadwerks sdk/techdemo folder/modely/entities/light/directional/light_directional_icon.dds"...
Loading model "d:/leadwerks sdk/techdemo folder/modely/entities/light/directional/light_directional.gmf"...
Loading mesh "d:/leadwerks sdk/techdemo folder/modely/entities/light/directional/light_directional.gmf"...
Loading material "d:/leadwerks sdk/techdemo folder/materialy/effects/invisible.mat"...
Loading script "d:/leadwerks sdk/techdemo folder/modely/entities/light/directional/light_directional.lua"...
Creating class light_directional
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/postfilters/postfilter.vert", "d:/leadwerks sdk/techdemo folder/shaders/postfilters/clearcolor.frag"...
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/guide.vert", "d:/leadwerks sdk/techdemo folder/shaders/editor/guide.frag"...
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/pointentity.vert", "d:/leadwerks sdk/techdemo folder/shaders/pointentity.frag"...
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/guide.vert", "d:/leadwerks sdk/techdemo folder/shaders/editor/grid.frag"...
Loading shader "incbin::../../selection.vert", "incbin::../../selection.frag"...
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/postfilters/postfilter.vert", "d:/leadwerks sdk/techdemo folder/shaders/postfilters/depthblit.frag"...
Loading texture "incbin::noise.dds"...
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/postfilters/postfilter.vert", "d:/leadwerks sdk/techdemo folder/shaders/lighting/directionallight.frag"...
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/postfilters/postfilter.vert", "d:/leadwerks sdk/techdemo folder/shaders/postfilters/presets/postfilter_bloom_hdr.frag"...
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/postfilters/postfilter.vert", "d:/leadwerks sdk/techdemo folder/shaders/postfilters/bloomblurx.frag"...
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/postfilters/postfilter.vert", "d:/leadwerks sdk/techdemo folder/shaders/postfilters/bloomblury.frag"...
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/postfilters/postfilter.vert", "d:/leadwerks sdk/techdemo folder/shaders/postfilters/irisadjustmentblend.frag"...
Loading texture "incbin::Arial9.dds"...
Freeing class light_directional
Deleting mesh reference "d:/leadwerks sdk/techdemo folder/modely/entities/light/directional/light_directional.gmf"
Deleting material reference "d:/leadwerks sdk/techdemo folder/materialy/effects/invisible.mat"
Invoking script "D:/Leadwerks SDK/Scripts/start/collisions.lua"...
Invoking script "D:/Leadwerks SDK/Scripts/start/fliphook.lua"...
Invoking script "D:/Leadwerks SDK/Scripts/start/globals.lua"...
Deleting model reference "d:/leadwerks sdk/techdemo folder/modely/entities/light/directional/light_directional.gmf".
Loading texture "d:/leadwerks sdk/techdemo folder/modely/entities/light/spot/light_spot_icon.dds"...
Loading model "d:/leadwerks sdk/techdemo folder/modely/entities/light/spot/light_spot.gmf"...
Loading mesh "d:/leadwerks sdk/techdemo folder/modely/entities/light/spot/light_spot.gmf"...
Loading material "d:/leadwerks sdk/techdemo folder/materialy/effects/invisible.mat"...
Loading script "d:/leadwerks sdk/techdemo folder/modely/entities/light/spot/light_spot.lua"...
Creating class light_spot
Loading model "d:/leadwerks sdk/models/underground/underground_tunnel_straight.gmf"...
Loading mesh "d:/leadwerks sdk/models/underground/underground_tunnel_straight.gmf"...
Loading material "d:/leadwerks sdk/models/underground/tunnel.mat"...
Loading texture "d:/leadwerks sdk/models/underground/tunnel.dds"...
Loading texture "d:/leadwerks sdk/models/underground/tunneldot3.dds"...
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/mesh/mesh_diffuse_bumpmap.vert", "d:/leadwerks sdk/techdemo folder/shaders/mesh/mesh_diffuse_bumpmap_specular.frag"...
Loading material "d:/leadwerks sdk/models/underground/tunnelfloor.mat"...
Loading texture "d:/leadwerks sdk/models/underground/tunnelfloor.dds"...
Loading texture "d:/leadwerks sdk/models/underground/tunnelfloordot3.dds"...
Loading script "d:/leadwerks sdk/models/underground/underground_tunnel_straight.lua"...
Creating class underground_tunnel_straight
Loading model "d:/leadwerks sdk/models/underground/underground_tunnel_fancage.gmf"...
Loading mesh "d:/leadwerks sdk/models/underground/underground_tunnel_fancage.gmf"...
Loading material "d:/leadwerks sdk/models/underground/fan1.mat"...
Loading texture "d:/leadwerks sdk/models/underground/fan1.dds"...
Loading texture "d:/leadwerks sdk/models/underground/fan1dot3.dds"...
Loading script "d:/leadwerks sdk/models/underground/underground_tunnel_fancage.lua"...
Creating class underground_tunnel_fancage
Loading model "d:/leadwerks sdk/models/underground/underground_tunnel_fanblades.gmf"...
Loading mesh "d:/leadwerks sdk/models/underground/underground_tunnel_fanblades.gmf"...
Loading script "d:/leadwerks sdk/models/underground/underground_tunnel_fanblades.lua"...
Creating class underground_tunnel_fanblades
Loading sound "d:/leadwerks sdk/sound/ambient/ventilation_duct_05.ogg"...
Loading model "d:/leadwerks sdk/techdemo folder/modely/entities/environment/atmosphere/environment_atmosphere.gmf"...
Loading mesh "d:/leadwerks sdk/techdemo folder/modely/entities/environment/atmosphere/environment_atmosphere.gmf"...
Loading script "d:/leadwerks sdk/techdemo folder/modely/entities/environment/atmosphere/environment_atmosphere.lua"...
Creating class environment_atmosphere
Loading material "d:/leadwerks sdk/techdemo folder/materialy/sky/fullskiesblueclear0016_2_l.mat"...
Loading texture "d:/leadwerks sdk/techdemo folder/materialy/sky/fullskiesblueclear0016_2_l.dds"...
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/mesh/skybox.vert", "d:/leadwerks sdk/techdemo folder/shaders/mesh/skybox.frag"...
Loading model "d:/leadwerks sdk/models/underground/underground_tunnel_t.gmf"...
Loading mesh "d:/leadwerks sdk/models/underground/underground_tunnel_t.gmf"...
Loading script "d:/leadwerks sdk/models/underground/underground_tunnel_t.lua"...
Creating class underground_tunnel_t
Loading model "d:/leadwerks sdk/models/props/switch/switch.gmf"...
Loading mesh "d:/leadwerks sdk/models/props/switch/switch.gmf"...
Loading material "d:/leadwerks sdk/models/props/switch/switch.mat"...
Loading texture "d:/leadwerks sdk/models/props/switch/switch.dds"...
Loading texture "d:/leadwerks sdk/models/props/switch/switchdot3.dds"...
Loading texture "d:/leadwerks sdk/models/props/switch/switchglow_on.dds"...
Loading texture "d:/leadwerks sdk/models/props/switch/switchglow_off.dds"...
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/mesh/mesh_diffuse_bumpmap.vert", "d:/leadwerks sdk/models/props/switch/switch.frag"...
Loading script "d:/leadwerks sdk/models/props/switch/switch.lua"...
Creating class switch
Loading sound "d:/leadwerks sdk/tutorials/lesson06/switch.wav"...
Loading model "d:/leadwerks sdk/techdemo folder/modely/entities/environment/emitter/environment_emitter.gmf"...
Loading mesh "d:/leadwerks sdk/techdemo folder/modely/entities/environment/emitter/environment_emitter.gmf"...
Loading script "d:/leadwerks sdk/techdemo folder/modely/entities/environment/emitter/environment_emitter.lua"...
Creating class environment_emitter
Loading material "d:/leadwerks sdk/models/props/firepit/smoke.mat"...
Loading texture "d:/leadwerks sdk/models/props/firepit/smoke.dds"...
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/particles/particles.vert", "d:/leadwerks sdk/techdemo folder/shaders/particles/particles.frag"...
Loading material "d:/leadwerks sdk/techdemo folder/materialy/effects/particles/softdust.mat"...
Loading texture "d:/leadwerks sdk/techdemo folder/materialy/effects/particles/smoke.dds"...
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/particles/particles.vert", "d:/leadwerks sdk/techdemo folder/shaders/particles/softparticles.frag"...
Loading model "d:/leadwerks sdk/models/underground/underground_tunnel_doorway.gmf"...
Loading mesh "d:/leadwerks sdk/models/underground/underground_tunnel_doorway.gmf"...
Loading material "d:/leadwerks sdk/models/underground/concrete.mat"...
Loading texture "d:/leadwerks sdk/models/underground/concrete.dds"...
Loading texture "d:/leadwerks sdk/models/underground/concretedot3.dds"...
Loading script "d:/leadwerks sdk/models/underground/underground_tunnel_doorway.lua"...
Creating class underground_tunnel_doorway
Loading model "d:/leadwerks sdk/models/trim/fixtures/cagelight/fixture_cagelight.gmf"...
Loading mesh "d:/leadwerks sdk/models/trim/fixtures/cagelight/fixture_cagelight.gmf"...
Loading material "d:/leadwerks sdk/models/trim/fixtures/cagelight/cagebulb.mat"...
Loading texture "d:/leadwerks sdk/models/trim/fixtures/cagelight/cagebulb.dds"...
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/mesh/mesh_diffuse.vert", "d:/leadwerks sdk/techdemo folder/shaders/mesh/mesh_diffuse_glow.frag"...
Loading material "d:/leadwerks sdk/models/trim/fixtures/cagelight/cagelight.mat"...
Loading texture "d:/leadwerks sdk/models/trim/fixtures/cagelight/cagelight.dds"...
Loading texture "d:/leadwerks sdk/models/trim/fixtures/cagelight/cagelightdot3.dds"...
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/mesh/mesh_diffuse_bumpmap.vert", "d:/leadwerks sdk/techdemo folder/shaders/mesh/mesh_diffuse_bumpmap.frag"...
Loading material "d:/leadwerks sdk/models/trim/fixtures/cagelight/cagelight_shadow.mat"...
Loading texture "d:/leadwerks sdk/models/trim/fixtures/cagelight/cagelight_shadow.dds"...
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/mesh/mesh_diffuse.vert", "d:/leadwerks sdk/models/trim/fixtures/cagelight/cagelight_shadow.frag"...
Loading script "d:/leadwerks sdk/models/trim/fixtures/cagelight/fixture_cagelight.lua"...
Creating class fixture_cagelight
Loading sound "d:/leadwerks sdk/sound/ambient/ambient_lighthum.ogg"...
Loading model "d:/leadwerks sdk/models/entities/info/ai/node/info_ai_node.gmf"...
Loading mesh "d:/leadwerks sdk/models/entities/info/ai/node/info_ai_node.gmf"...
Loading script "d:/leadwerks sdk/models/entities/info/ai/node/info_ai_node.lua"...
Creating class info_ai_node
Loading texture "d:/leadwerks sdk/techdemo folder/modely/entities/light/ambient/light_ambient_icon.dds"...
Loading model "d:/leadwerks sdk/techdemo folder/modely/entities/light/ambient/light_ambient.gmf"...
Loading mesh "d:/leadwerks sdk/techdemo folder/modely/entities/light/ambient/light_ambient.gmf"...
Loading script "d:/leadwerks sdk/techdemo folder/modely/entities/light/ambient/light_ambient.lua"...
Creating class light_ambient
Loading model "d:/leadwerks sdk/models/trim/doors/door_metal01.gmf"...
Loading mesh "d:/leadwerks sdk/models/trim/doors/door_metal01.gmf"...
Loading material "d:/leadwerks sdk/models/trim/doors/door1.mat"...
Loading texture "d:/leadwerks sdk/models/trim/doors/door1.dds"...
Loading texture "d:/leadwerks sdk/models/trim/doors/door1dot3.dds"...
Loading script "d:/leadwerks sdk/models/trim/doors/door_metal01.lua"...
Creating class door_metal01
Loading model "d:/leadwerks sdk/models/trim/fixtures/hanginglight/fixture_hanginglight.gmf"...
Loading mesh "d:/leadwerks sdk/models/trim/fixtures/hanginglight/fixture_hanginglight.gmf"...
Loading material "d:/leadwerks sdk/models/underground/hanglight.mat"...
Loading texture "d:/leadwerks sdk/models/underground/hanglight.dds"...
Loading texture "d:/leadwerks sdk/models/underground/hanglightdot3.dds"...
Loading texture "d:/leadwerks sdk/models/underground/hanglightglow.dds"...
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/mesh/mesh_diffuse_bumpmap.vert", "d:/leadwerks sdk/techdemo folder/shaders/mesh/mesh_diffuse_bumpmap_glow.frag"...
Loading script "d:/leadwerks sdk/models/trim/fixtures/hanginglight/fixture_hanginglight.lua"...
Creating class fixture_hanginglight
Loading model "d:/leadwerks sdk/models/underground/underground_room01.gmf"...
Loading mesh "d:/leadwerks sdk/models/underground/underground_room01.gmf"...
Loading material "d:/leadwerks sdk/models/underground/wall1.mat"...
Loading texture "d:/leadwerks sdk/models/underground/wall1.dds"...
Loading texture "d:/leadwerks sdk/models/underground/wall1dot3.dds"...
Loading material "d:/leadwerks sdk/models/underground/fence.mat"...
Loading texture "d:/leadwerks sdk/models/underground/fence.dds"...
Loading texture "d:/leadwerks sdk/models/underground/fencedot3.dds"...
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/mesh/mesh_diffuse_bumpmap.vert", "d:/leadwerks sdk/techdemo folder/shaders/mesh/mesh_diffuse_bumpmap_specular_alphatest.frag"...
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/mesh/mesh_shadow.vert", "d:/leadwerks sdk/techdemo folder/shaders/mesh/mesh_shadow.frag"...
Loading material "d:/leadwerks sdk/models/underground/poles1.mat"...
Loading texture "d:/leadwerks sdk/models/underground/poles1.dds"...
Loading texture "d:/leadwerks sdk/models/underground/poles1dot3.dds"...
Loading material "d:/leadwerks sdk/models/underground/stairs.mat"...
Loading texture "d:/leadwerks sdk/models/underground/stairs.dds"...
Loading texture "d:/leadwerks sdk/models/underground/stairsdot3.dds"...
Loading script "d:/leadwerks sdk/models/underground/underground_room01.lua"...
Creating class underground_room01
Loading model "d:/leadwerks sdk/models/props/locker/props_locker.gmf"...
Loading mesh "d:/leadwerks sdk/models/props/locker/props_locker.gmf"...
Loading material "d:/leadwerks sdk/models/props/locker/locker.mat"...
Loading texture "d:/leadwerks sdk/models/props/locker/locker.dds"...
Loading texture "d:/leadwerks sdk/models/props/locker/lockerdot3.dds"...
Loading script "d:/leadwerks sdk/models/props/locker/props_locker.lua"...
Creating class props_locker
Loading model "d:/leadwerks sdk/models/props/locker/props_locker_door.gmf"...
Loading mesh "d:/leadwerks sdk/models/props/locker/props_locker_door.gmf"...
Loading script "d:/leadwerks sdk/models/props/locker/props_locker_door.lua"...
Creating class props_locker_door
Freeing class props_locker_door
Loading model "d:/leadwerks sdk/models/props/locker/props_locker_door.gmf"...
Loading mesh "d:/leadwerks sdk/models/props/locker/props_locker_door.gmf"...
Loading script "d:/leadwerks sdk/models/props/locker/props_locker_door.lua"...
Creating class props_locker_door
Loading model "d:/leadwerks sdk/models/underground/underground_room02.gmf"...
Loading mesh "d:/leadwerks sdk/models/underground/underground_room02.gmf"...
Loading material "d:/leadwerks sdk/models/underground/pipes.mat"...
Loading texture "d:/leadwerks sdk/models/underground/pipes.dds"...
Loading texture "d:/leadwerks sdk/models/underground/pipesdot3.dds"...
Loading material "d:/leadwerks sdk/models/underground/floor.mat"...
Loading texture "d:/leadwerks sdk/models/underground/floor.dds"...
Loading texture "d:/leadwerks sdk/models/underground/floordot3.dds"...
Loading material "d:/leadwerks sdk/models/underground/rebar.mat"...
Loading texture "d:/leadwerks sdk/models/underground/rebar.dds"...
Loading texture "d:/leadwerks sdk/models/underground/rebardot3.dds"...
Loading material "d:/leadwerks sdk/models/underground/door1.mat"...
Loading texture "d:/leadwerks sdk/models/underground/door1.dds"...
Loading texture "d:/leadwerks sdk/models/underground/door1dot3.dds"...
Loading material "d:/leadwerks sdk/models/underground/controller.mat"...
Loading texture "d:/leadwerks sdk/models/underground/controller.dds"...
Loading texture "d:/leadwerks sdk/models/underground/controllerdot3.dds"...
Loading material "d:/leadwerks sdk/models/underground/hose1.mat"...
Loading texture "d:/leadwerks sdk/models/underground/hose1.dds"...
Loading texture "d:/leadwerks sdk/models/underground/hose1dot3.dds"...
Loading material "d:/leadwerks sdk/models/underground/tanks1.mat"...
Loading texture "d:/leadwerks sdk/models/underground/tanks1.dds"...
Loading texture "d:/leadwerks sdk/models/underground/tanks1dot3.dds"...
Loading material "d:/leadwerks sdk/models/underground/valve.mat"...
Loading texture "d:/leadwerks sdk/models/underground/valve.dds"...
Loading texture "d:/leadwerks sdk/models/underground/valvedot3.dds"...
Loading material "d:/leadwerks sdk/models/underground/ducts.mat"...
Loading texture "d:/leadwerks sdk/models/underground/ducts.dds"...
Loading texture "d:/leadwerks sdk/models/underground/ductsdot3.dds"...
Loading material "d:/leadwerks sdk/models/underground/coupler.mat"...
Loading texture "d:/leadwerks sdk/models/underground/coupler.dds"...
Loading texture "d:/leadwerks sdk/models/underground/couplerdot3.dds"...
Loading script "d:/leadwerks sdk/models/underground/underground_room02.lua"...
Creating class underground_room02
Loading texture "d:/leadwerks sdk/models/entities/info/camerapath/node/info_camera_node_icon.dds"...
Loading model "d:/leadwerks sdk/models/entities/info/camerapath/node/info_camera_node.gmf"...
Loading mesh "d:/leadwerks sdk/models/entities/info/camerapath/node/info_camera_node.gmf"...
Loading script "d:/leadwerks sdk/models/entities/info/camerapath/node/info_camera_node.lua"...
Creating class info_camera_node
Deleting mesh reference "d:/leadwerks sdk/models/props/locker/props_locker_door.gmf"
Deleting model reference "d:/leadwerks sdk/models/props/locker/props_locker_door.gmf".
Deleting shader "d:/leadwerks sdk/techdemo folder/shaders/mesh/skybox.vert|d:/leadwerks sdk/techdemo folder/shaders/mesh/skybox.frag||120".
Deleting material reference "d:/leadwerks sdk/techdemo folder/materialy/sky/fullskiesblueclear0016_2_l.mat"
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/mesh/mesh_shadow.vert", ""...
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/postfilters/postfilter.vert", "d:/leadwerks sdk/techdemo folder/shaders/lighting/ambientlight.frag"...
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/lighting/lightvolume.vert", "d:/leadwerks sdk/techdemo folder/shaders/lighting/pointlight.frag"...
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/lighting/lightvolume.vert", "d:/leadwerks sdk/techdemo folder/shaders/lighting/spotlight.frag"...
Loading shader "d:/leadwerks sdk/techdemo folder/shaders/postfilters/postfilter.vert", "d:/leadwerks sdk/techdemo folder/shaders/postfilters/postfilter.frag"...

post-13-12737772809308_thumb.png

-= Phenom II X4 965 3.4Ghz - ATI HD5870 - 6 GB DDR3 RAM - Windows 8 Pro 64x=-

Website: http://www.flamewarestudios.com

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I tested on Windows 7 with an ATI 5750 which uses the same driver. Did you install 2.32r2? This has the fix for ATI cards. It was a problem with the way matrices were sent to the GPU, which could cause an error like you describe. The name of the installer is LESDK2.32r2.exe.

My job is to make tools you love, with the features you want, and performance you can't live without.

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awww come onnnnn!!!! :)

 

thx DD... that worked here too...

 

 

--Mike

How many scripts do you have that use this function? It shouldn't be needed very frequently.

My job is to make tools you love, with the features you want, and performance you can't live without.

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Guest Red Ocktober

How many scripts do you have that use this function? It shouldn't be needed very frequently.

 

yeah... that's a good question... lemme look thru everything i've done so far and see what works and what doesn't any more...

 

just wondering... was there any reason behind the change, or was this something reminiscent of the ole framewerks/frameworks thing... i mean... what was wrong with obj:render...

 

i thought we were gonna try and not break exisiting code if there was no reason...

 

and the changes in the editor... no more upper and lower limits to the paint layers... people start to depend on those sorta things, and get used to a certain way of doing things... you gotta give us some sorta warning when you're gonna do stuff like that...

 

once there was a base layer in the terrain painter... then there wasn't... we had to assume that the first layer is the base layer... now it's back... but is it doing anything... i'm not sure anymore what the blend is doing, if anything, or if the base layer even gets reloaded with a scene...

 

physics models need to be rebuilt... or at least don't seem to be doing what they were before...

 

i mean, we're workin' with you here... but some guys have projects pretty far developed... and every time an update comes along it seems to invalidate a lot of code... artwork... etc... this really makes it kinda hard to serious develop a game with any sort of consistency...

 

you had a great editor... i don't understand... why the changes...

 

c'mon J...

 

 

 

--Mike

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The base layer is a very good feature to make the terrain look more natural for example if you use the texture map generated with L3DT :)

 

But this base layer is not working outside the editor so it is useless.

 

Here is the result with and without a base layer with my terrain:

 

 

My base map:

 

Image

 

Without:

 

Without

 

With:

 

With

You guys are going to be the death of me. Josh
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Has something else changed? Link

AMD Bulldozer FX-4 Quad Core 4100 Black Edition

2 x 4GB DDR3 1333Mhz Memory

Gigabyte GeForce GTX 550 Ti OC 1024MB GDDR5

Windows 7 Home 64 bit

 

BlitzMax 1.50 • Lua 5.1 MaxGUI 1.41 • UU3D Pro • MessiahStudio Pro • Silo Pro

3D Coat • ShaderMap Pro • Hexagon 2 • Photoshop, Gimp & Paint.NET

 

LE 2.5/3.4 • Skyline UE4 • CE3 SDK • Unity 5 • Esenthel Engine 2.0

 

Marleys Ghost's YouTube Channel Marleys Ghost's Blog

 

"I used to be alive like you .... then I took an arrow to the head"

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Here's a demo to show the culling bug. Move the mouse slowly to the left after you press F1:

require("Scripts/constants/engine_const")

--Setup stuff for standalone lua game
Graphics(640,480)
RegisterAbstractPath("")
fw=CreateFramework()

a=CreateCube()
a:SetPositionf(0,-5,100)
ScaleEntity(a,Vec3(20,5,1000))

CameraRange(fw.main.camera,1,10000)

camerapitch=0
camerayaw=0

CreateDirectionalLight()

--main function
while KeyHit(KEY_ESCAPE)==0 do

--Keyboard
if(KeyHit(KEY_F1)==1) then
	camerayaw   = 140.76
	camerapitch =  25.186613399482
end

--Camera look
gx=GraphicsWidth()/2
gy=GraphicsHeight()/2
dx=Curve((MouseX()-gx)/4.0,dx,3.0/AppSpeed())
dy=Curve((MouseY()-gy)/4.0,dy,3.0/AppSpeed())
MoveMouse(gx,gy)
camerapitch=camerapitch+dy
camerayaw=camerayaw-dx
camerapitch=math.min(camerapitch,90)
camerapitch=math.max(camerapitch,-90)
fw.main.camera:SetRotationf(camerapitch,camerayaw,0,1)

--Rendering
fw:Update()
fw:Render()

DrawText(camerayaw  ,1,20)
DrawText(camerapitch,1,40)
DrawText("Press F1 to find culling spot",1,60)

Flip(0)
end

Ryzen 9 RX 6800M ■ 16GB XF8 Windows 11 ■
Ultra ■ LE 2.53DWS 5.6  Reaper ■ C/C++ C# ■ Fortran 2008 ■ Story ■
■ Homepage: https://canardia.com ■

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After the last upgrade, problem with my Radeon HD 5770 was fixed and performance is incredible! Now everything is on (HDR, Bloom, SSAO, etc.) and the frame rate is even faster than the all features diabled version of previous LE version. Also the editor seems quite reasonable and faster than the one in the last version. Good job!

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Ok finally a little report from me too:

 

Severe bugs:

- Bloom doens't work. If I tick it the screen went bright for a short time and then fall back to the same lighing then Bloom off.

Bloom seems to work if HDR is off.

- Stuttering and lagging all over the scene. In 2.31 all was fine and smooth. If I stand on a location and pan around I get those lags.

- In paint mode the "fit to terrain" option is gone. Now I can't use my sat-images anymore.

 

Annoying:

- SSDO way to strong. Why no sliders to let the artist set simply strengh? I have to change the shader everytime. And after every update too.

- Rivers gone!

 

Minor:

- Editor still doesn't save window size.

- Still no current mapname near "Leadwerks Editor".

- No placeholders to indicate missing models.

- In Gamemode the playermdodel doesnt swim in the water but just wanders around on the ground (never noticed before).

 

Used the updater. I'll try the installer pack and hope it will work better this time.

EDIT: Installer pack r2 stopps downloading everytime before it finsihed and is corrupt. (140MB, 110MB, 128 MB)....

Pure3d Visualizations Germany - digital essences

AAA 3D Model Shop specialized on nature and environments

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EDIT: Installer pack r2 stopps downloading everytime before it finsihed and is corrupt. (140MB, 110MB, 128 MB)....

 

 

+1000

 

The Tutorial as well.

simpleSigPNG.png

 

Programmer/Engineer/Student

www.reikumar.com

 

2.6 GHz Intel Core Duo - nVidia GeForce 8600 GT - Windows 7 64-bit - 4 Gigs RAM

C++ - Visual Studio Express - Dark GDK - Leadwerks SDK

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My editor isn't working too well. The toolbar at the top is missing (I've tried to load it, but nothing happens).

I also cannot add a base layer. It's crashing when using roads sometimes as well (on save).

Windows 7 64-bit

nVidia 9800M GS

4 GB RAM

Intel Core 2Duo, P8600 @ 2.4GHz

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The editor messed up my level suring save. I wasn't able to reproduce it. It says something about line XYZ error in file XYZ and closed to desktop.

After reloading I only got one road left plus some modela floating in the air. The whole map was simply devasted.

I was lucky to have a backup from some minutes ago.

Otherwise the whole project would be gone because it seems the .sbx was just writen to a certain part.

 

I highly recommend to make daily backups of your project maps. I'll do so from now.

 

Maybe doing a autosave every XYZ minutes to autobackup files would be awesome. Like 3ds max does it.

Or at least rename the last opened .sbx to .bak and then save the new one as .sbx. So you have the last working version.

 

Get a simple crash is one thing but loosing an entire map is another. :(

Pure3d Visualizations Germany - digital essences

AAA 3D Model Shop specialized on nature and environments

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I'm excited by the idea of having pre-compiled road data but maybe if it's going to be binary it should be saved as a "roadmap.bin" file with the SBX just containing the filename of the data. Saving binary data in the SBX is asking for trouble. Opening the SBX in a text editor is handy for quick search/replace changes for example, and binary data in the file is just going to kill that. And isn't it possible that the binary data might appear as an EOF end of file marker or some such? Am I still living in the 20th century? (I used to write COBOL).

 

Anyway, veg data is binary and saved externally, road data should be too IMO. It's a cool feature to have.

6600 2.4G / GTX 460 280.26 / 4GB Windows 7

Author: GROME Terrain Modeling for Unity, UDK, Ogre3D from PackT

Tricubic Studios Ltd. ~ Combat Helo

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is "min height" and "max height" in terrain paint removed? I need them :(

Sorry, the layout just got messed up in the editor because I added some additional controls. The controls are still there, just offscreen.

My job is to make tools you love, with the features you want, and performance you can't live without.

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