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xtom

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Everything posted by xtom

  1. Anyone seen/tried Marvelous Designer? Looks pretty nifty but very expensive..
  2. xtom

    Legos and Game Artwork

    The lego packs sound like a good idea. Overtime release small quality dlc packs and each pack contains enough for a small story/mini game. So for example the lego police set, you could have the poilce station but instead of it being one building make sure it is made in mulitparts so people can assemble their own unique versions. And it could come with a criminal and a cop character, maybe a police car and some other models/accessories. Simple game scripting included could be catch the ai robbers and lock them up. Mini game and content right there in one dlc. Lego characters are kind cool too the way you interchange parts of their bodies ie. legs/torso/head/hair/hat to make lots of variations. Not sure if something like that would be feasible though but I suppose one or two character models with different skins would be the equivalent.
  3. Low res terrain is now showing for me in the editor with Textured+Lighting but still invisible with Textured only rendering. Also when I run the game it doesn't look low res/blurry like in the editor, it's much sharper and seems to be displaying at medium or high res.
  4. It says "Failed to link shader." after it - not sure what that means but I checked that the file exists and it does. Loading shader "C:/Users/Tom/Documents/Leadwerks/Projects/test1/Shaders/Terrain/stamp.shader"... Loading shader "C:/Users/Tom/Documents/Leadwerks/Projects/test1/Shaders/Terrain/updatenormals.shader"... Loading shader "C:/Users/Tom/Documents/Leadwerks/Projects/test1/Shaders/Terrain/clear.shader"... Loading shader "C:/Users/Tom/Documents/Leadwerks/Projects/test1/Shaders/Terrain/clipmap.shader"... Loading shader "C:/Users/Tom/Documents/Leadwerks/Projects/test1/Shaders/Terrain/terrain.shader"... Loading shader "C:/Users/Tom/Documents/Leadwerks/Projects/test1/Shaders/Terrain/terrain_lowres.shader"... Failed to link shader.
  5. Sooo handy. Working with scripts just got a lot more easier and enjoyable.
  6. Oh sorry, still invisible. In the editor I can see the terrain in wireframe and solid but not when rendering with textures. Only invisible if set to low resolution, medium and high settings display the terrain textured.
  7. Yes AMD indeed. I updated the project and made a new project from scratch to be sure.
  8. When I try setting terrain res to low it makes the terrain invisible in textured perspective view.
  9. xtom

    Vegetation Development

    Sounds like a lean, green vegetation machine!
  10. I dunno, the steam workshop page correctly says the game was updated Sep 8 but the launcher is still for me playing the previous Aug version. I didn't touch any files this time to see if it would self-right, but it hasn't. What if it also checked for dates on the local downloaded files in the steam folder or something?
  11. My game was republished under the new system but I've run into the same problem again today, ie. the launcher still plays an older version of the game instead of the latest update. I published/uploaded the game update successfully and steam straight away downloaded the new workshop file for the game launcher. So in my local folder Steam\SteamApps\workshop\content\355500\504084706 is now the latest data.zip (at 339mb 8 Sep 2015) But the game launcher still plays an old version of the data.zip which seems to be located in Users\Tom\AppData\Local\Leadwerks\Workshop\355500\Asset_504084706_76561197968420771_One More Day.zip (395mb 24 ‎Aug ‎2015) The last time I tried removing file in the appdata folder and it then brought over and played the new version. I don't how it is supposed to work but my guess is it must be supposed to copy the file over locally from one folder to the other at some point and this isn't always happening.
  12. You can use the eyedropper to quickly do this. But it probably would be handy if somehow all materials used on the current selection could be listed (even across multiple objects/brushes). Also going in the opposite direction a right click on a material to select all objects using that particular material would be useful for hunting down rogue materials being used on hidden brush faces. Probably wishful thinking though and not sure how any of that could be even displayed
  13. Looks like the filepath might be missing the Maps/ bit.
  14. In latest beta.. 1) Create a box 2) Select a face and apply a different material 3) Click the Select Object tool or deselect the object All the faces on the box go back to showing the first material. If you re-select the object and click on the select face tool it shows the different materials on the faces again.
  15. I notice that the caulk texture doesn't have the same effect on uncollapsed brushes as it does collapsed. I guess it's just intended for collapsed csg so I'm thinking if using a view range on uncollapsed brushes (which I'm now doing on my outdoor map for interior walls/floors/steps) it's best to keep them all the one texture and don't bother with caulk as it just increases the surface count. So I'm going to try this and leave my external walls/bigger brushes as collapsed with caulk. I'm noticing another increase in fps in the map and editor with this update which is great, maybe +2 to +5 or so but now I need to go and edit a lot of my uncollapsed brushes to suit.
  16. I've been trying hard to optimise my game some more and here's what I've done since the last version. 1) Checking view ranges I noticed shadamars script also effected csg entities (so csg is like a simple entity?) but csg doesn't obey the view range setting in the editor and always ends up max so I created a mini script to set these on internal csg walls. Not sure if that's advisable and it didn't make any noticeable difference to fps although I can see it working in the game with wireframe view. 2) I went through all the textures being used in the game and changed/removed some big ones. This didn't make any difference to fps but did save me about 100mb in video memory and the publish data.zip is now 50mb smaller. So that was worthwhile and maybe contributed to half a frame. 3) I went through all the models being used and collapsed some after understanding the surface/batches thing a bit better. I think this might have helped the most and I think it made some small improvement to fps. 4) I converted some more csg in the map to models eg. banisters in the houses, fence/wall poles and the sheds are now models. This didn't make as big a difference as I hoped but with less entities I think it helped reduce editor memory use by 100mb or so. The map currently uses 1GB in the editor so I guess that was worthwhile for that reason at least. All in all I've gotten at most an extra 5ps after doing all this and the game does feel a little bit smoother. Without enemies the map now runs for me at about 15-30fps depending on location and with enemies about 10 to 25fps. So for now still <30fps gameplay on my system anyway. I'll spend some more time on it but not sure if I'll be able to squeeze much more performance out of it without sacrificing map content.
  17. What does batches mean? It seems to have more affect on fps than the polygon counts at least in my tests.
  18. I set it to spawn 0 enemies (the level is set to have 12 as default) and I get another 10fps, so that's 30fps total with no map objects visible or enemies at all. Satisfactory fps but not really a playable game. I notice if I just leave everything as is, looking at the town I get 12-15fps, looking away from town it goes up to 20fps. I tried occlusion culling true/false before and it made not much difference so I opted to leave it set to false. Leaving it at true tends to make things flash or popup more, especially at lower fps. I think the view ranges give me more gains on the outdoor level anyway. Also tried removing shaders, 1024x768, lower antialiasing, lower lighting but these make little to no diff on the fps. I think it's really just lots of little things coming together to bring down fps, if I keep removing stuff it will gradually climb back up but I don't think there is any significant fix I can do. Tomorrow I'll continue to try and squeeze another few frames out of it.
  19. Ok so I tried a modified version of shadamars code below - thanks shadamar - I ran it once on a key press at the start and forced every entity in the level to be Near viewrange. This left pretty much nothing but the terrain visible and the fps went from about 10fps to 20 fps. I get 59fps on a blank map and I know there is still things going on in my map but changing down my manually set view ranges and introducing more popup is not going to make too much difference. I suppose I could possibly get +5fps if I make it a heavy fog level with shorter viewranges. I might do this yet but I'm checking out some other things too. for i=0,App.world:CountEntities()-1 do if App.world:GetEntity(i):GetClass()==Object.ModelClass then local aabb=App.world:GetEntity(i):GetAABB(Entity.GlobalAABB) App.world:GetEntity(i):SetViewRange(0) end end
  20. The benches are set to far - at medium setting the popup is too noticeable on them. Definitely not, you're probably thinking this because you don't see obvious popup which is a good thing visually but not so good performance wise.
  21. I've already done this on every object in the map. Nearly all objects/furniture in buildings are mostly set to near, some medium. Big outdoor things like buildings and pylons are the only things set to max and other medium sized outdoor things like fences, cars are set to far. I have zombies set to far because medium gives too much popup on important outdoor things like the enemies. The only thing I can think of to address this then is to bring in a closer/denser fog in the game and then reduce the max/far things down to far/medium so there is no popup. It will change the look of the game but who knows maybe it will be better. I'll do a test copy of the map like this and see if this helps the performance. Nope not doing that. Thanks for the advice.
  22. I have the same (but not as bad) shadow gap at the bottom of my picket fences even though they are stuck well into the terrain. All other shadows are ok such as tree trunks, walls, solid fences but the picket fences for some reason have always given me this problem.
  23. Yes I noticed the faint square outline too. Maybe some kind of feathering on the edges would help eliminate it but decals are only new so not sure what is possible.
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