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Phodex Games

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Posts posted by Phodex Games

  1. Hi,

    sorry if this question was asked already, or it there is any information around, but I did not find it. So I wonder how to use the available material shaders ( I mean the emission, env, parallax & tessellation shaders)

    image.png.4452bf44d3d72bf78820939f0cfd26a4.png

    There unfortunately is not much said about them in the documentation. So I wonder how to use them and what they do. I know a little bit about some of the effects, but I would appreciate a explanation. I think I could make use of some to improve the visuals of my game. I would be grateful if you could help me out :)

    Also what about them:

    image.png.a460b48c7a827c96ccf35faf0a2aaec1.png

  2. 7 hours ago, macklebee said:

    The angst is not wanting to spend the enormous amount of time trying to convert a decades worth of files over to this format

    I have all of my models in a Blender scene, where with the right plugin you can batch export them. This makes them basically available in any format at any time. With one click I can export hundreds and thousands of 3D Models directly into the Leadwerks Project. Sure it can take some time to place all your models in a Blender scene, but thats what a batch importer is for :D. Mabye this helps you. 

    • Like 2
  3. 5 hours ago, Josh said:

    f that is the hierarchy your model contains, then that is what is imported

    The model has no hierarchy in Blender, but in Leadwerks the mesh gets attached to the STATIC_MESH object which when I place it in the scene results in an empty object which has the model as a child. I did not have this behavior in the past...

    5 hours ago, SpiderPig said:

    I found this was how blender exported fbx objects

    I could try out if another 3D program has the same result. I though there maybe a setting in blender to make leadwerks recognize it as a single object with no hierarchy.

    5 hours ago, SpiderPig said:

    This problem is gone if you use the leadwerks mdl exporter for blender

    I was not happy with the results of the exporter plugin. It always caused trouble with animations.

  4. Hi,

    with the current version of the fbx importer of Leadwerks all of my models, even those with no hierarchy create a single one. This causes my model to consist out of two entities if I place them in my scene. Is there a way beside collapsing them so directly have them merged as one object. I tried this with the default Blender cube to test it out. With the old importer I did not have this problem I think.

    This is how it looks after import

    image.png.5fcb0dcf7b61db828a0c296009db1830.png

    and results in 2 entitys for a single object model:

    image.png.44a40401a71d6046c7c7d3007b642e74.png

    This is how it looks after collapse

    image.png.6089a41a2f21a66f33170a8655c2a4cd.png

    I think collapsing all models would be a completely unnessecary workstep... Hope there is a solution

  5. I am not 100% sure about this for quiet a while now, so I though why not just ask :). I am not yet completely familiar with loading & releasing assets. Does an Asset, e.g an Sound which gets loaded, although I have loaded it before affect my memory, or does Leadwerks handle this automatically? So if I do something like below is the sound stored seperatly for every variable, or only once and loading him again has no effect? And what about models? If you load them they get placed in your scene for every load command. I have seen that sometimes you load in an asset use it for something and then directly release it again. I hardly release my assets and would appreciate every information about best practices for when to release your assets and when to best use instancing and when not, as I want to opimise this aspect as good as possible to increase speed & performance.

    function Script:Start()
    	local sound1 = Sound:Load("mysound.wav")
    	local sound2 = Sound:Load("mysound.wav")
    	local sound3 = Sound:Load("mysound.wav")
    end

    Thanks in advance :)

    Markus from Phodex Games

  6. @aiaf Thanks for the answer. So is there no way to port a leadwerks game without working on the engine and having the source code of it? Because, in case you have the money, there are companys out there doing ports for games, would that work or do you really need the source code?

  7. Hi,

    I am actually asking myself this question for quiet a while, so I though why not ask it here :). I have no experience with porting games and am really just a frontend developer and have not much knowledge of the backend of the engine. So I once saw a video of Jorn on youtube where he was able to play a game on andoid, I wonder if this is also possible with the current version of Leadwerks. Also how difficult would it be, or how does it even work, to port a Leadwerks game to other platforms like linux, andriod or even xbox & playstation. I am especially interested in porting to mobile, but would like to know more about that topic. Thanks in advance :)

     

    EDIT:

    I found this: 

    and this: 

    The first is 8 years old so I don't know if its still actual, the second actually answers the question of porting to Linux.

    • Upvote 1
  8. Actually after some research if found the error why the boxes "disappear" when setting physics to them. They do actually load, I just did not see them as they were in the ground. For whatever reason their position gets distorted. This seems to happen when you set/change the mass setting of an entity in the Start function, which does seem to happen when loading the prefab. But if I set the mass manually on the first update call it works, but the entity does not collide with others, although it has mass and prop physics on it. This however can be solved by setting the whole physics settings when the first update function is called.

    Like this:

    function Script:UpdateWorld()
    	if self.awake ~= true then 
    		self.awake = true
    		self.entity:SetPhysicsMode(Entity.RigidBodyPhysics)
    		self.entity:SetCollisionType(Collision.Prop)
    		self.entity:SetMass(10)
    	end
    end

    Maybe this can help fixing the bug. I guess that is one of the reason for the weird behavior with my prefabed destructible objects. 

  9. 1 hour ago, reepblue said:

    they can cause unusual effects

    Well that exactly the problem ^^. I guess the prefab system need to be worked on in the future. It's a little sad, because if I could rely on them, they would be a great addition to my workflow.

    1 hour ago, reepblue said:

    just assign the object with a script or actor and create the objects I need in the code

    Yeah thanks for the input, I guess I have to come up with my own system. For what ever reason I actually enjoy using my brain, solving such problems, instead of just having the feature working fine haha :D

  10. Ever since I had struggle with the prefab system. I wonder if I am doing something wrong, if it just has bugs or if it just lacks documentation...

    Here a few examples of what I have encountered so far:

    1. I just set up a test scene to analyize the prefab behavior. So I attached a few csg boxes, a light and a particle emitter to another csg box.

    1435188358_Shotone.PNG.e0d94b0c8c87250744ec5150f5a38dc8.PNG

    When I save the parent box as prefab so far everything works as expected, but then when I change the child boxes physics to prop and set a mass for them, thing are getting weird. If I am in the editor and drag the prefab from the asset window into the scene, everything still works as expected, but if I load the prefab ingame by script, the child boxes just don't appear.

    2. Sometimes pivots parented to an Prefab seem to not save position. They randomly have an offset, although I set their local position to 0,0,0

    3. Especially particle emitters which are prefabs have a weird behavior. They begin to emit diffrently (they burst instead of emitting smoothly), although I think this only happens in the editor viewport and not when you start your game

    4. I also encountered that my code did not work as expected anymore, when using them on prefabs. There seem to be some reference error. I just worked on destroyable objects and when I place them as normal objects not beeing prefabed everything works fine, but if I save them as prefab and place them in the scene, everything is messed up. The destroyed version of the object always spawns on the position of the first placed prefab and the old, intact version does not get removed. I guess I have a clue how to work around this, but the weird thing is it works fine when the object is no prefab.

    So the point is I just don't know where the error is, it are these small things which make me struggle working with Leadwerks sometimes, when it does not work as expected and you can't really find the error. Maybe I am just missing some information on how to use prefabs and how to not use...

    Thanks for any helpful advice :)

    • Upvote 1
  11. Hi,

    I wonder how I would achieve a dissolve effect, or simply make an material disappear over time. I want to for smoothly making objects disappear before they get removed. 

    I found this, but don't know how to use it: https://www.google.de/search?q=leadwerks+dissolve+shader&rlz=1C1GCEA_enDE754DE754&oq=leadwerks+dissolve+shader&aqs=chrome..69i57j69i60.7455j1j4&sourceid=chrome&ie=UTF-8

    I tried to apply the shader to an material and called material:SetColor(1, 1, 1, x-0.05) on update. But nothing seems to happen. Also if I try to decrease the alpha value of an material nothing happens, only if it reaches a value below 0.5 then the model with the material appears. So how to set up an material where I can seamlessly adjust the transparency?

    Thanks for your input!

  12. Hi,

    I have this issue since I use Leadwerks and it is really annoying. Maybe you know a solution. So I used this house model to show my problem.

    This is my model in Blender (Shading mode set to flat)

    Blender_02.PNG.4acecb00da582c347b1228e69a49b7c2.PNG

    This is how it looks if I export as FBX and import into Leadwerks:

    Leadwerks.PNG.d317e9ca92e2fbd76dcaf278c0b71de5.PNG

    To make it appear correctly I always have to recalculate the normals in Leadwerks, to make it appear flat. If I watch my exported fbx in a model viewer however it looks just like in blender. The same appears for the offical Blender Leadwerks exporter. I tried everything to make this work but nothing helps. Maybe you have ideas on this. I tried sharp edges, various export settings, auto smooth groups activated and deactivated...

    It really destroys my workflow to recalculate normals every time! However, when I am not wrong I remember having models, which have correct normal data applied when imported to Leadwerks, so maybe its a problem with Blender, or am I missing some important settings?

    Thanks for your input!

    Markus from Phodex Games

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