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xtom

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Everything posted by xtom

  1. Wow that will be a massive memory saving! I will will try out the static+dynamic option, thanks for the advice.
  2. Thanks, that looks interesting Thirsty, at the moment I'm just experimenting with what is possible with the default tools but I'll check that out too. So I tested the different light settings 0 - 2 on my current 30 building test map and it runs on all settings without the Failed.. error messages so I'm not sure why it sometimes fails. Low quality looks fine though and will probably suit a terrain/town game so I don't mind using that if I have to. High qulaity ran too (very laggy) but it still ran, at least this time!
  3. I have 30 working again now (somehow) so thats 60 lights. Wow so that's a lot of memory. I was thinking of making a game with terrain and a few small towns, and in those towns would be some buildings with lights. Is this feasible? If they are far enough apart is memory freed up for other lights as you get further away/closer to them? Or is it a total amount of memory that is consumed from the start to end? I won't have 60 lights too close to each other at one time like in this test, but there could be more spread across a big game.
  4. Ok that's not what it is then because I went back to getting the message again with just nine buildings again somehow. However I have started again and right now I'm up to 20 buildings and it's running fine. I'm going to mess around it with it more to see if I can figure out why it limits to 9 sometimes and other times I can get more in there. There must be some reason for this.
  5. I found out something good. I had 3 ceiling lights in the building and they overlapped each other. If I remove the middle light and now none of the lights overlap I can place lots of buildings with no error message! Tested with 40 buildings (80 lights) and no error message. Tip of the day: Don't overlap your lights! Probably some memory intensive goings on when the lights overlap.
  6. I have dedicated 1GB of ram to vram to help ensure games run well, really this should be enough for the scene I have with just 9 lit buildings. My system is not high end but it can run the likes of Arma3, Battlefield 3 pretty well on average settings. In general I run all my games with high texture settings because video memory was never a bottleneck.
  7. World:SetLightQuality(0) with 24 buildings(72 lights) and the game runs with no error messages.
  8. I ran another test this time with 60+ buildings but only 3 of them with lights - no error messages. Must be because of too many lights?
  9. When I place 9 or more buildings in my scene I get the one of the following errors.. Failed to set shadowmap texture. Failed to set clipmap color texture. The buildings aren't too complex, all brushes with 3 light entities in each. My system specs are.. AMD APU A10 5800K 3.8Ghz Integrated Graphics Radeon HD 7660D 8GB 1600 Ram
  10. Not sure else you can do. Would decreasing the thickness of the glass help with the glowing frame? I have my windows set to 8cm thick and it's not too noticeable but my level is in daylight, maybe this or 4cm would make it less obvious, not sure though.
  11. I had some problems with objects occluding behind glass windows but I got it working by changing some things on the glass material. See post below, might help. http://www.leadwerks.com/werkspace/topic/10986-transparency-bug/#entry83315
  12. +1 and maybe a more contrasting colour on the text background when you select an object in the viewport. Currently it has a light grey background which is hard to see as you scroll up and down the scene tree.
  13. Same here, leadwerks is no longer launching for me after the last beta update.
  14. You say you have Nav obstacle checked under physics but I think that should be unchecked if you want the AI to go on it?
  15. Here's a screenshot just as it crashes out... Looks like it missed including the step sound effects. When I walk the character is when I get the crash but before it even crashes the screen is black so maybe that is to do with the shader errors.
  16. Ok I'm an idiot - I was using the Export button all along instead of the Publish button In my defense I thought the Publish button was for putting it up on steam workshop. Anyway my export was 289MB and my publish folder is only 55MB which is great! Although when I run the exe it's crashing out.
  17. I opted into beta the other day, I think it downloaded a small 6mb update just before I tried it. It could be just me though I'm not having much luck lately so best to wait for someone else to chime in.
  18. Hmm I updated on steam and tried it but before the update my project export was 289MB and after the update 289MB. Seems to be no difference on export although I'm pretty sure there's files in there that shouldn't be included. Is this working for anyone else?
  19. I've removed it from the prefab to see if I can get the pivot working with the door. So I have... Root -Pivot --Box If I rotate the pivot in the y axis in the editor the door opens/closes so I think I have that set right. I've applied the script to the pivot and removed the script from the box but I'm still struggling to get it working. I think it might be a matter of getting the right physics options for one or both, not sure and no luck so far.
  20. I'm just using a simple box for a door not a model. I have set the offset to zero, thanks for that. To use a pivot do I make the door/box a child of the pivot or the other way around? And do I apply the script to the box or the pivot?
  21. I added a swing door to a building using the SwingingDoor.lua script. I got it working pretty good and saved the building with door as a prefab but when I rotate the building to place it in a different location the swing angle on the door is off. Is there any way to keep the door swing angle relative to building. I thought making the door a child of the building in the scene tree it would do this automatically, but it seems not unless I am missing something.
  22. xtom

    Cut-tool

    +1 for a way to subtract shapes from shapes,
  23. Sounds good, it doesn't have to be perfect it just has to save a ton of space and not break anything. And we always have the option to manually remove files with same name if we really need to.
  24. Darn, I just noticed I have this problem too. I'm on an AMD APU and I updated to the 14.9 drivers to see if it would fix it but it hasn't. Edit: I got glass working better by changing the material settings as per below. Not sure if I messed with these settings earlier but now objects behind the glass are no longer disappearing,
  25. Ok I found out how to reproduce the texture streaking issue I'm getting on my prefabs... 1) Create a box with texture and save it as a prefab 2) Bring the prefab into the scene from the asset library 3) Rotate the block by clicking the a Rotate toolbar button 4) Ctrl+Drag a copy of the prefab/block The copy ends up with a streaked texture.
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