Marleys Ghost Posted December 14, 2009 Share Posted December 14, 2009 Using VC++ 2008 Express Use the 2.3 Project Wizard to create a new project I simply called the example "sceneloading" Delete the generated example code in sceneloading.cpp Replace with the following code: #include "Framewerk.h" int main(int argc, char** argv) { Initialize(); RegisterAbstractPath("PATH TO YOUR SDK FOLDER"); Graphics(800,600); leadwerks::Framewerk fw; fw.Create(); // Setup Global Objects SetGlobalObject ("world_main", fw.GetMain ().GetWorld ()); SetGlobalObject ("world_transparency", fw.GetTransparency ().GetWorld ()); SetGlobalObject ("world_background", fw.GetBackground ().GetWorld ()); SetGlobalObject ("camera_main", fw.GetMain ().GetCamera ()); SetGlobalObject ("camera_transparency", fw.GetTransparency ().GetCamera ()); SetGlobalObject ("camera_background", fw.GetBackground ().GetCamera ()); TListener listener= CreateListener(fw.GetMain ().GetCamera ()); SetGlobalObject("listener", listener); // Setup Initial Post Processing FX fw.GetRenderer().SetGodRays(1); fw.GetRenderer().SetHDR(1); fw.GetRenderer().SetSSAO(1); fw.GetRenderer().SetBloom(1); fw.GetRenderer().SetAntialias(1); fw.GetRenderer().SetReflectionRenderComponents(ENTITY_RENDERABLE); // Load Skybox fw.GetRenderer().SetSkybox(LoadMaterial("abstract::FullskiesBlueClear0016_2_L.mat")); // Setup On Screen Stats Info fw.SetStats(2); // Setup Collisions Collisions(1, 1, 1); Collisions(1, 2, 1); Collisions(1, 3, 1); Collisions(2, 2, 1); Collisions(2, 3, 1); Collisions(3, 3, 1); LoadScene("abstract::YOUR_SCENE.sbx"); // Setup spectator TBody spectator=CreateBodySphere(); SetBodyMass(spectator,1); SetBodyGravityMode(spectator,0); SetBodyDamping(spectator,1.0); EntityType(spectator,3); SetBodyBuoyancyMode(spectator,0); PositionEntity(spectator,Vec3(0,75,0)); TVec3 camrotation=Vec3(0); float mx=0; float my=0; float move=0; float strafe=0; HideMouse(); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); // MAIN LOOP while (!KeyHit(KEY_ESCAPE)) { mx=Curve(MouseX()-GraphicsWidth()/2,mx,6); my=Curve(MouseY()-GraphicsHeight()/2,my,6); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); camrotation.X=camrotation.X+my/10.0; camrotation.Y=camrotation.Y-mx/10.0; RotateEntity(fw.GetMain().GetCamera(),camrotation); move=KeyDown(KEY_W)-KeyDown(KEY_S); strafe=KeyDown(KEY_D)-KeyDown(KEY_A); TVec3 force = Vec3(strafe*10.0,0,move*10.0); force=TFormVector(force,fw.GetMain().GetCamera(),0); AddBodyForce(spectator,force); UpdateAppTime(); UpdateWorld(AppSpeed()) ; PositionEntity(fw.GetMain().GetCamera(),EntityPosition(spectator)); fw.Update(); fw.Render(); Flip(0); } fw.Free(); return Terminate(); } Add existing items Framewerk.cpp Layer.cpp Renderer.cpp (Right click on the sceneloading solution, add/existing item and navigate to your SDK's CPP folder) Copy to the sceneloading project folder shaders.pak Scripts folder from your 2.3 SDK folder *You will need to make sure you have wobbledot3.dds in the materials folder in your SDK folder. I found without it, using emitters in a scene will casue the app to crash on loading. I am not sure if 2.3 comes with this file and my download just missed it, or its not included. I took mine from a previous install. Simply place it in the root of the materials folder. I made it so the code points to the SDK folder so nothing, other than the scripts folder and textures.pak need to be moved to the sceneloading app dir. Create a scene and save it in the maps folder in your SDK folder, note though as far as I can tell you will have to load the skybox manually via code (as per above code) or parse it and the waterplane via a small ProcessScene function. You need to update the oildrum.lua file with this (Thanks to Macklebee): dofile('Scripts/base.lua') -- We need the base class entity --Time between hit noises hitnoisedelay=100 --Minimum collision speed to make noise hitthreshhold=3 lasthitnoisetime=0 hitnoisetimevariation=50 maxhitsources=10 --Load some noises to play hitnoise={} hitnoise[0]=LoadSound('abstract::impact_metal12.wav') hitnoise[1]=LoadSound('abstract::impact_metal13.wav') hitnoise[2]=LoadSound('abstract::impact_metal07.wav') material_dust=LoadMaterial('abstract::dust.mat') --Spawn entity function Spawn(model) local entity=base_Spawn(model) return entity end --Add collision noise function Collision(model,entity,position,normal,force,speed) local entity=entitytable[model] local time,i if fw~=nil then listener = fw.listener else listener=GetGlobalObject("listener") end if EntityDistance(listener,model)<30 then if speed>hitthreshhold then time=AppTime() if time-lasthitnoisetime>hitnoisedelay then --Check how many impact noises are already active local countsources=0 for i=0,2 do if hitnoise[i]~=nil then countsources=countsources+hitnoise[i]:ActiveSources() end end --Only emit a sound if there are fewer than the allowed max sources if countsources<maxhitsources then i=math.random(0,2) if hitnoise[i]~=nil then entity.model:EmitSound(hitnoise[i],30,1.0,0) end end lasthitnoisetime=time+math.random(0,hitnoisetimevariation) end end end end This is only a very basic example using framewerk. Hope this is of some help to someone. 4 Quote 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" Link to comment Share on other sites More sharing options...
diedir Posted December 14, 2009 Share Posted December 14, 2009 Hi Marleys ghost, thanks a lot for your job, i have no time today trying this but i will try asap for sure !! exactly what i needed :thumbs up !! Quote AMD Ryzen 5900HX - Nvidia RTX 3070 - 32 Go - 1To SSD - W11 Link to comment Share on other sites More sharing options...
afecelis Posted December 14, 2009 Share Posted December 14, 2009 This is very helpful MG, thanks a lot! No need to include engine.h? Quote Win8.1 Pro X64/ Intel core I7 @ 3.5GHz / 32GB DDR3 SDRAM / GeForce GTX 660+760/ VC++ Express 2013/ Blender /Unwrap3dpro3 /Modo 8 Link to comment Share on other sites More sharing options...
Marleys Ghost Posted December 14, 2009 Author Share Posted December 14, 2009 This is very helpful MG, thanks a lot! No need to include engine.h? not in the code. Its added by the wizard to the project and included from framewerk. Quote 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" Link to comment Share on other sites More sharing options...
afecelis Posted December 14, 2009 Share Posted December 14, 2009 I was having some problems with my existing project so I did what you suggest; I started a new c++ project using the wizard and replaced the code in my main.cpp file by yours, adjusting the abstract path and loading my sbx file. The code compiles fine, however the program crashes (segfaults) after not finding some textures. This is the message in the console: Loading shader "f:/exer/projects/plazoleta/shaders/postfilters/postfilter.vert", "f:/exer/projects/plazoleta/shaders/postfilters/ssao.frag"... Warning: Failed to load texture "abstract::wobbledot3.dds": Path not found. Warning: Uniform "aosizereduce" does not exist in shader. However, if I check in all of leadwerk's folders and .pak files there's no such texture. Do you know where it is trying to load this from? Quote Win8.1 Pro X64/ Intel core I7 @ 3.5GHz / 32GB DDR3 SDRAM / GeForce GTX 660+760/ VC++ Express 2013/ Blender /Unwrap3dpro3 /Modo 8 Link to comment Share on other sites More sharing options...
diedir Posted December 14, 2009 Share Posted December 14, 2009 hi afecelis from MG post : "*You will need to make sure you have wobbledot3.dds in the materials folder in your SDK folder. I found without it, using emitters in a scene will casue the app to crash on loading. I am not sure if 2.3 comes with this file and my download just missed it, or its not included. I took mine from a previous install. Simply place it in the root of the materials folder." look in older version of SDK Quote AMD Ryzen 5900HX - Nvidia RTX 3070 - 32 Go - 1To SSD - W11 Link to comment Share on other sites More sharing options...
afecelis Posted December 14, 2009 Share Posted December 14, 2009 argggghhh! I read everything but that, hahahah. I'm checking in an older version now. Does 2.19 have it? I want to get one of the ones in a zip file rather than an installer. Thx Diedir. Quote Win8.1 Pro X64/ Intel core I7 @ 3.5GHz / 32GB DDR3 SDRAM / GeForce GTX 660+760/ VC++ Express 2013/ Blender /Unwrap3dpro3 /Modo 8 Link to comment Share on other sites More sharing options...
ESP Posted December 14, 2009 Share Posted December 14, 2009 Any chance of an .exe? Robin Quote Programmer , Intel Quad core, NVIDIA GeForce GT 220, Windows 7 Pro, Galaxy Tab 2 ( 7" and 10"), LE2,LE3,3DWS Link to comment Share on other sites More sharing options...
afecelis Posted December 14, 2009 Share Posted December 14, 2009 OMG OMG OMG OMG! It works! Marleys Ghost you have popped my Framewerks cherry, looool! I had never used it before, it's wonderful! Now I got to learn how to start turning things on and off. I'm getting the whole shebang; skybox, godrays, hdr, bloom, etc. And after I move a bit my scene becomes totally wahsed out, as in the overbright issue we discuseed earlier in the forums, So I'll have to start by turning HDR off. But it looks so beautiful! darn am I excited! as it starts: "overburned" Edit: I already found where to set the features on and off: // Setup Initial Post Processing FX fw.GetRenderer().SetGodRays(1); fw.GetRenderer().SetHDR(0); fw.GetRenderer().SetSSAO(1); fw.GetRenderer().SetBloom(1); fw.GetRenderer().SetAntialias(1); fw.GetRenderer().SetReflectionRenderComponents(ENTITY_RENDERABLE); nice code! I'm going to try and assign some keys to each effect. Thanks for this post MG. it should be "stickified". It's a shame that enabling HDR causes the overbrightness. Is it fixable or planned to be fixed? Quote Win8.1 Pro X64/ Intel core I7 @ 3.5GHz / 32GB DDR3 SDRAM / GeForce GTX 660+760/ VC++ Express 2013/ Blender /Unwrap3dpro3 /Modo 8 Link to comment Share on other sites More sharing options...
TylerH Posted December 14, 2009 Share Posted December 14, 2009 The HDR bug can be fixed, but requires GLSL knowledge and some trial and error in the HDR shaders. I couldn't tell you how I fixed it, it just stopped occuring after I messed around a bit. Quote nVidia 530M Intel Core i7 - 2.3Ghz 8GB DDR3 RAM Windows 7 Ultimate (64x)----- Visual Studio 2010 Ultimate Google Chrome Creative Suite 5 FL Studio 10 Office 15 ----- Expert Professional Expert BMX Programmer ----- Link to comment Share on other sites More sharing options...
afecelis Posted December 14, 2009 Share Posted December 14, 2009 Yup, I'm still so not there But disabling HDR+Bloom did the trick and still looks quite nice, hehehe So while I learn how to fix it or it gets fixed officially there shall be no "oblivionish" arch-vis hahahaha Quote Win8.1 Pro X64/ Intel core I7 @ 3.5GHz / 32GB DDR3 SDRAM / GeForce GTX 660+760/ VC++ Express 2013/ Blender /Unwrap3dpro3 /Modo 8 Link to comment Share on other sites More sharing options...
cassius Posted December 15, 2009 Share Posted December 15, 2009 Whats the best way of copying and pasting these listings without destroying the formatting? Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
afecelis Posted December 15, 2009 Share Posted December 15, 2009 I didn't loose any of the format when copy-pasting into MSVC's IDE. Quote Win8.1 Pro X64/ Intel core I7 @ 3.5GHz / 32GB DDR3 SDRAM / GeForce GTX 660+760/ VC++ Express 2013/ Blender /Unwrap3dpro3 /Modo 8 Link to comment Share on other sites More sharing options...
Niosop Posted December 15, 2009 Share Posted December 15, 2009 Whats the best way of copying and pasting these listings without destroying the formatting? If you're using IE, try Firefox or Chrome. Quote Windows 7 x64 - Q6700 @ 2.66GHz - 4GB RAM - 8800 GTX ZBrush - Blender Link to comment Share on other sites More sharing options...
Marleys Ghost Posted December 15, 2009 Author Share Posted December 15, 2009 Any chance of an .exe? Robin Yes, while in VC++ 2008 hit ctrl + F7 Seriously though, you will need to add to the code your SDK path and what ever name you want to use for your map. Plus an .exe of this would not allow you to turn on/off any of the Post Processing FX. Quote 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" Link to comment Share on other sites More sharing options...
afecelis Posted January 2, 2010 Share Posted January 2, 2010 MG, any updates to the code after the latest 2010 sync? Quote Win8.1 Pro X64/ Intel core I7 @ 3.5GHz / 32GB DDR3 SDRAM / GeForce GTX 660+760/ VC++ Express 2013/ Blender /Unwrap3dpro3 /Modo 8 Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 2, 2010 Author Share Posted January 2, 2010 MG, any updates to the code after the latest 2010 sync? Well, to be honest am now concentrating on Bmax, have not even looked at C++ for weeks. Give me a couple of minutes to see if I can stitch something together for you afecelis. Quote 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" Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 2, 2010 Author Share Posted January 2, 2010 Using VC++ 2008 Express Use the 2.3 Project Wizard to create a new project I simply called the example "sceneloading" (again ...) Delete the generated example code in sceneloading.cpp Replace with the following code: #include "engine.h" int main(int argc, char** argv) { Initialize(); RegisterAbstractPath("PATH TO YOUR SDK FOLDER"); Graphics(800,600); AFilter() ; TFilter() ; TFramework framework=CreateFramework(); TLayer layer = GetFrameworkLayer(0); TCamera cam=GetLayerCamera(layer); PositionEntity(cam,Vec3(0,0,0)); //Set Lua variable BP L=GetLuaState(); lua_pushobject(L,framework); lua_setglobal(L,"fw"); lua_pop(L,1); // Setup Initial Post Processing FX SetGodRays(1); SetHDR(1); SetSSAO(1); SetBloom(1); SetAntialias(1); SetStats(2); LoadScene("abstract::YOUR_SCENE.sbx"); // Setup spectator TBody spectator=CreateBodySphere(); SetBodyMass(spectator,1); SetBodyGravityMode(spectator,0); SetBodyDamping(spectator,1.0); EntityType(spectator,3); SetBodyBuoyancyMode(spectator,0); PositionEntity(spectator,Vec3(0,5,-10)); TVec3 camrotation=Vec3(0); float mx=0; float my=0; float move=0; float strafe=0; HideMouse(); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); // MAIN LOOP while (!KeyHit(KEY_ESCAPE)) { mx=Curve(MouseX()-GraphicsWidth()/2,mx,6); my=Curve(MouseY()-GraphicsHeight()/2,my,6); MoveMouse(GraphicsWidth()/2,GraphicsHeight()/2); camrotation.X=camrotation.X+my/10.0; camrotation.Y=camrotation.Y-mx/10.0; RotateEntity(cam,camrotation); move=KeyDown(KEY_W)-KeyDown(KEY_S); strafe=KeyDown(KEY_D)-KeyDown(KEY_A); TVec3 force = Vec3(strafe*10.0,0,move*10.0); force=TFormVector(force,cam,0); AddBodyForce(spectator,force); PositionEntity(cam,EntityPosition(spectator)); // Update timing and world UpdateFramework(); // Render RenderFramework(); // Send to screen Flip(0) ; } return Terminate(); } Copy to the sceneloading project folder engine.dll newton.dll shaders.pak Scripts folder from your 2.3 SDK folder Create a scene and save it in the maps folder in your SDK folder. Should work, but I am having a few beers so address all complaints to .. erm ... Macklebee 3 Quote 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" Link to comment Share on other sites More sharing options...
macklebee Posted January 2, 2010 Share Posted January 2, 2010 so address all complaints to .. erm ... Macklebee hey! what the... Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 2, 2010 Author Share Posted January 2, 2010 hey! what the... Thats him .. just hit the PM button to complain lol 1 Quote 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" Link to comment Share on other sites More sharing options...
afecelis Posted January 3, 2010 Share Posted January 3, 2010 hahahaha, you guys rule! best thing is that you both are the ones that save my back both in C++ and bmax! I wonder what will happen now that MG has joined the dark forces of bmax coding, mmmm....mmmmm hahahah! Marleys, the latest code you posted is working perfectly alright. Thanks a lot. Please keep on drinking some more beers and give the bmx code a look too. Cheers! have some beers on us. Prost! Quote Win8.1 Pro X64/ Intel core I7 @ 3.5GHz / 32GB DDR3 SDRAM / GeForce GTX 660+760/ VC++ Express 2013/ Blender /Unwrap3dpro3 /Modo 8 Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 3, 2010 Author Share Posted January 3, 2010 I wonder what will happen now that MG has joined the dark forces of bmax coding, mmmm....mmmmm hahahah! Well hopefully I will get a black helmet and matching cape .. and be able to choke people from a distance Quote 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" Link to comment Share on other sites More sharing options...
macklebee Posted January 3, 2010 Share Posted January 3, 2010 Well hopefully I will get a black helmet and matching cape .. and be able to choke people from a distance always thought of you more of a golden bikini type... but maybe thats just me Quote Win7 64bit / Intel i7-2600 CPU @ 3.9 GHz / 16 GB DDR3 / NVIDIA GeForce GTX 590 LE / 3DWS / BMX / Hexagon macklebee's channel Link to comment Share on other sites More sharing options...
Marleys Ghost Posted January 3, 2010 Author Share Posted January 3, 2010 always thought of you more of golden bikini type... but maybe thats just me I reiterate ... "and be able to choke people from a distance" Quote 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" Link to comment Share on other sites More sharing options...
AndiSenior Posted January 4, 2010 Share Posted January 4, 2010 I made a simple sbx with a terrain (no tex) and an oildrum. When I start my program using your "scene loading" example a get an unhandled exception. My debug output return the following warnings: Loading shader "zip::/projekte/games/test1/shaders.pak//postfilters/postfilter.vert", "zip::/projekte/games/test1/shaders.pak//postfilters/ssao.frag"... Warning: Failed to load texture "abstract::noise.dds": Path not found. Warning: Uniform "aosizereduce" does not exist in shader. Any idea? Thanks Andi Found the texture in Materials/Effects folder but I'm still having the error.... Quote Link to comment Share on other sites More sharing options...
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