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digman

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Everything posted by digman

  1. "No material mat file is generated, only the model file and texture files. No default material mat file is created as well. This was always created in the last version" The above quote is from my first post. In the last version before you added the new auto-material creation routine,Leadwerks would create a default material mat file. No true textures but just default greyscale material, like a lot of modelling packages. Then I would create a new material mat from my diffuse texture. Next delete the default material as it was not needed "The new routine is supposed to add all the texture type of maps or that is my understanding of what you posted on your blog page. ""The FBX model importer will now auto-generate materials for imported models, and select the appropriate shader to use. This even works with animated models that use GPU skinning, so it's super easy to get new models into Leadwerks."""" The new routine seems not to work well with 3DC FBX format now and no material mat is created and as stated not even a default one with the greyscale color like the last version.
  2. "Texture files exported from 3DCoat using the PNG format. 3DCoat was used to create the FBX file. There were no problems with exporting from 3DC before the update." The above quote was from my first post about the bug...
  3. Yep, the bug or driver issue is still there in the newest updated Linux standard 3.1 Ubuntu 12.04 LTS 64 bit... Nvidia Driver 331.20 Geforce 550Ti, 2gig ram I hope the solution is found in the not to distance future as animation testing is coming soon...
  4. Linux ubuntu 64 bit 12.04 LTS Linux standalone 3.1 Brand new install ( removed Leadwerks folder from documents before installing) MyGame is updated. I did the above to have a clean slate to make these bug reports. They were happening before I did a clean install. Zoom broken in texture editor window. Open Leadwerks. Choose the default barrel folder under Models \ assets. Select a texture and open it in the texture editor Test zooming in and out. Broken. Material mat files are working correcting in zooming in and out. Delete key non functioning. (Delete key functions correctly outside of Leadwerks.) Open a new scene. Draw out a brush (rectangle) Press the delete key Broken... I have to go to edit and then select the delete option. I do not think you need any files this time as it is all Leadwerks default items.
  5. digman

    Blender Character Rig

    I looked at and used the Rigify plugin but to increase my rig knowledge, I rather build my own rig...
  6. Yes, I do know that.... I was going to talk to Dave about you being able to get the project. I just did not want say anything till then. It was on my mind at the moment about the fps problem as it just happened again. As soon as I hear from Dave, will let you know... Yeah without the project files no way to track down this problem. EDIT::: Done and will work out a way for you to get the project...
  7. As Dave is texturing, I started to build our first basic character rig from scratch. Soon we can give some animations to Rick to start testing and working on. This rig still has a few problems but all in all works well. The rig can be adjusted to meet varied human type of characters. I am working on creating this production pipeline, from creating rigs, exporting out of blender and importing the animations (working correctly) into Leadwerks. The rig in the picture is shown with all the armatures showing ,relationship lines and axis showing. I still need to add the bone shapes for the controllers. Of course all the bones will not be exposed when animating but only the bone controller shapes.
  8. I do not have the steps to reproduce this problem yet but am making you aware of a potential bug Dave (ScrotieFlapWack) Lua Steam version 3.1 O.S. Windows Rick Lua Steam verison Steam Standalone 3.1 O.S Windows David (Digman) Standalone 3.1 version O.S. Linux 12.04 LTS 64 bit. Testing Systems: FPS relative to each persons system specs. Problem: Phobia Project---- No large changes in the Project between updates that should cause a big FPS hit. Phobia Project is updated using the Project Manager each time I get a new Phobia project updated from Dave. I remove the old project and then import the new project and and update it using the Project Manager. Rick has mention that the FPS takes a hit sometimes when loading a Phobia project that has been updated (GoogleDrive) by Dave David--- I turned on vertical sync and my FPS is a solid 60 FPS. I created a new folder, added a Character model (no bones or animation) and then saved the Phobia project locally on my hard drive. Upon reopening Leadwerks and running the Phobia project my FPS is now 30. This is not the first time this has happened. From reading the forums, I noticed that others sometimes take hits on their FPS and are unsure why. Sorry for the non-reproducing bug report. Josh, do you any suggestions on what I or we can do to help narrow down what is causing this problem and get you a reproducible bug report. You made remove this report if it does not meet the bug reporting standard as I can not give a real reproducing bug report yet.
  9. I just noticed that another user posted the same bug before I did. I guess I better read closer. Here is the leadwerk's cube model folder as well. Cube3.zip
  10. Here they are. I took it to mean the fbx file and the texture files as you have the MyGame project. It just a simple cube for testing and bug reporting purposes... cube test.zip
  11. Here is a picture of the files generated in the cube asset folder in the newest Linux standalone version. As stated I have to select another model folder and then return to the cube folder for the folder to be refreshed. Steps to reproduce are in my first post. The other possible cause for both bugs is that you are compiling Linux Leadwerks under the new 14.04 OS and no longer 12.04 LTS. 14.04 is still not available in the download manager only 12.10. I can update through the terminal of course but if something goes wrong, then I am up the creek without a paddle...
  12. OS-- Ubuntu 12.04 LTS 64 bit Grome interface, not the new unity interface. Downloaded the newest update Linux 3.1 Standalone using the Leadwerks updater. Updated all projects from the Project Manager. Texture files exported from 3DCoat using the PNG format. 3DCoat was used to create the FBX file. There were no problems with exporting from 3DC before the update. Steps to reproduce: MyGame project. Select new from the file menu. Create a new folder under the models tab. Open the folder. Copy and paste a FBX file, diffuse file, normal map and spec map to the new model's folder. No material mat file is generated, only the model file and texture files. No default material mat file is created as well. This was always created in the last version. EDIT: For testing purposes, I tested the jpg file format as well because it as no alpha channel like the png files do... Same result. I thought maybe since the default compression scheme chosen by default is DXT1 which has no alpha channel, this could be part of the problem. It was not... Second bug: The asset new folder I created is not refresh anymore as well. I have to select another model folder and then return to the folder I created to see the model and texture files in the asset new folder's window. This was not the case before update.
  13. Here is another one for you to check out if you so desire. It is also cross platform browser base for the client. https://www.mikogo.com/
  14. Yes Sir, nice indeed...
  15. I will write various articles as we progress through the making of Phobia. Our team Dave, Rick, Rose and myself are like the Leadwerks promo states "turning players into game makers". In the end hopefully some things we learn you can use as well. As Josh said marketing is considered before one line of code is written so it is with modelling, UV set creation and texture \ normal map workflows. My first job as I saw it when I joined the Phobia team was to establish a modelling and texturing workflow that could be used through the entire process of the game. This took some testing and then a final workflow settled on. Regardless of software used a repeatable and consistent workflow is vital for production. This helps the different modellers and texture artists keep consistent as they work on the overall scheme of the game. If the team increases then any new artist can be brought up to speed quickly. I will leave any coding articles to Rick...
  16. You got your love now Rick. Us artist would be squat out of luck if there were no programmers. Even thinking about programming makes my head hurt...
  17. On the new collision detection. If you build your simple shapes or if you model is simple enough just duplicate that shape (object) including them in the model file and the shapes are named "Collision", they will become the collision object upon importing the FBX model. Correct? Lots of good stuff coming down the pipeline for Leadwerks, Thanks for the hard work you are doing.
  18. Ah, good to know the reason why no other types of DDS file compression schemes were supported plus knowing that changes are on the way is good news. Since the Tex conversion routine is a non adjustable global setting for compression I do not know if it would be possible to set it per model but it would be great if the Tex conversion routine would just keep the current compression or non-compression we set in a specific DDS file. Just stating my preference as I do not know what is possible with Leadwerks.
  19. A headups here. When Dave opts out of the Steam Beta Branch (Lua only version), he then gets the same error and problem I do and can not load the Phobia project.
  20. Thanks for taking the time to inform the Phobia team of how things work...
  21. From my first post: "Our Workflow: Dave uses the steam version plus he is also hooked up with the Steam beta branch. I used the Standard 3.1 version, no Steam." I had forgotten to mention I use the Linux version. I just am dropping the ball today on giving you the required information to solve problems. Plus after your first post, I went back and edited out the part of my post where I thought it might be a version difference between the beta steam branch and my Standard 3.1 version (no steam)...
  22. I think you mean that Dave needs to update the project on his end or am I mistaken. I updated on my side using the project manager as stated in my other post and it still does not load. It is a Lua project, sorry for not mentioning that. I will ask Dave to update his project when he gets back online and re-upload the project, then I will test and report back here.
  23. Thanks for the heads up there Aggror, I am sure that Josh will fix this soon...
  24. Error:File version 25 not supported I get this error in the loading panel at the bottom of the Leadwerks screen when I try to open our Phobia project from the file menu. This error stops the opening process. Our Workflow: Dave uses the steam version plus he is also hooked up with the Steam beta branch. I used the Standard 3.1 version, no Steam. I update my Phobia project by downloading from Dave the Phobia project and replace the entire project each time. This error happens whether I update the Phobia project or not update it using the Project Manager. This has been working till yesterday when I got the above mentioned error. We do need this fixed soon so any help you can offer is much appreciated. I put this here as we do not have a general problem section in the forum.
  25. @ Admin. Maybe it would be better to say detailed Docs and tiny was the wrong word do use... my apologies there. One example of some information that appears no longer current and will confuse new users. I got there by going to Documentation/User Guide/ Workflow/ Lighting. http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/lighting-r685 The above page should explain what the lights are and what the settings do for each light under the light tab or if some settings do not function for that kind of light. That information could as well be placed under the Special Entities page. This would help a new user who is not familiar with light setups. The functions for each light setting is left up to the new user to figure out... Leadwerks no longer uses baked lightmaps and so far I could not find information on light settings and their function under the light tab. There are other areas that do not give enough information about what the settings do or how to use them. Example.. Look at the shader panel information compared to the others, No picture, no information on the choice of shaders available under the shader's folder. http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/material-editor-r8 I am not being critical here just pointing some things out... Docs are the hardest areas to keep updated I know...
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