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Monkey Frog Studio

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  1. Typically they are exported as a single MATERIAL. Typically, in 3D modeling, a "texture" refers to diffuse color or albedo. Thus, a texture is simply the color channel of a material. So, in 3D modeling programs, albedo (diffuse color) would be represented by one texture (such as a photo of bricks). A normal map would be another channel represented by another image (the normal map image). Metallic would be another channel of that material and roughness yet another channel, but both metallic and roughness would be part of the same material. Does that make sense (it's late and I'm tired ). So, one material to rule them all ( ), but that one material can reference several textures (or image maps), such as diffuse/albedo, normal, AO, etc.
  2. What I've commonly encountered is for metallic and roughness to be two separate channels. They represent two different things, so should each have their own channels. Something can be "rough" and not be "metallic". It's this way for glTF, in MODO, Substance Painter, and several other 3D and material creation apps.
  3. Hello. I would like to see viewport modes, like 3D Perspective, Front, Back, Left, Right, Top, and Bottom tied to keyboard shortcuts. This way, when working with a viewport expanded to a single viewport, I could hit a keyboard shortcut to change it to another viewport. Yes, this can be down via right-clicking and accessing the Render View, but that's a lot slower than simply hitting a key. Many 3D modeling apps allow for this so that the end-user can work in one viewport. We already have a keyboard shortcut for switching between quad-view and single view, so adding this would really flesh out the editor, in my opinion. I'm personally not a fan of using the function keys for this (like F12 to swap between quad and full), but will take what I can get. Some 3D modeling apps use the number pad's numbers to represent different viewports, allowing the end-user to swap between them with ease. Thanks.
  4. Are you talking about making one of the editor's viewports, such as the 3D view, the front view, etc., to be full screen within the editor? If so, there are several ways you can do this already. One is to right-click in the viewport you want to be full screen. A menu appears. Go to the bottom and select Single Viewport and that viewport will expand to full the editor. To return to the quad-view, just right-click and select Single Viewport again to uncheck it. You can also get the same thing by clicking the Single Viewport icon on the menu bar. It looks like a square with a smaller square in it with an arrow pointing up from the smaller square to the upper-right corner of the larger square it's within. You can also achieve this by going to View>Single Viewport. Lastly, you can simply use the F12 key to swap between quad-view and single view.
  5. Yeah, I hope that Josh will respond here and help to find a solution.
  6. Thanks, but I don't think that is a proper solution. If we publish a game with Leadwerks, I don't think it should be expected of the end-user to have to adjust their scaling in Windows. Fullscreen should just work.
  7. Thanks again, Yue, but this is not resolving my problem. My main screen is large, 3840x2160. My Nvidia Control Panel settings are identical to yours. Because this screen is large, I already had scaling set to 125%, but I had also tried 100%. It doesn't seem to matter which settings I use, Leadwerks will not go full screen. With Window.Center, it fills the screen from left to right, but the top and bottom show the desktop (or the Leadwerks editor). I'm getting concerned about trying to develop my project in Leadwerks if I cannot figure out why I cannot run it in full screen.
  8. Thank you for trying to help, but this does not change anything for me. My Leadwerks tests all open fixed to the top-left and not full-screen. Leadwerks projects are the only ones that do this on my system. All other games open properly to full screen. Now, I do have a bit of a different setup in that I have two monitors. Even so, as stated, this has not affected any other games.
  9. Hi and thanks for responding. Just for clarity, I am on Windows 10 and ALL updates are current. So, Windows is up to date. This cannot be the problem, then. It's not the game being launched from the editor that's causing me an issue. Josh had already stated, elsewhere, that the game, when run from within the editor, is prevented from running full screen. The problem is that I had PUBLISHED my test level as a Windows EXE. When I run that EXE, it does not go to full screen. I'd also downloaded the free Bladequest game and when I run it, it does not run full screen, even though I have full screen set as one of the options. I cannot see any Nvidia settings that would affect this, to be frank. And any other game I play runs in full screen without an issue. So, I am only having this problem with Leadwerks games.
  10. Nope. I'm getting the issue, too. Leadwerks will not open full screen on my PC, either. I published a test scene and ran it and it looks like yours (your screenshots at the top of the thread) where it is slammed up against the top-left, leaving a gap at the bottom and right side. This is with me running v4.6, btw.
  11. Hello! If you open Leadwerks and go to File>Import, the drop down at the bottom will reveal all the file types. It's also listed here: https://www.leadwerks.com/learn?page=Tutorials_Editor_Textures and here: https://www.leadwerks.com/learn?page=Tutorials_Editor_Models-and-Animation So, for graphic file types, you have: BMP PSD JPG TGA PNG DDS The only 3D file type that Leadwerks currently accepts is FBX.
  12. BTW - One reason to do this is the "unit" cube (256cm on all sides) is roughly the height of a typical room. So, knowing this helps you to create pieces to an approximate scale.
  13. Hello! I've been slowly moving from my old 3D modeling app to using Blender, so I am in a learning state. I've been testing exporting base models from Blender into Leadwerks to get my art pipeline nailed down. After learning how to get FBX files from Blender into Leadwerks textured, the next step was to get objects from Blender into Leadwerks at the correct size! This took me a little bit to figure out, but was actually pretty simple to setup and understand once I got there. So, I thought I would share my current Blender setup with all of you just in case it might be helpful to someone. What I wanted to achieve was a grid and scale in Blender that matched the default grid in Leadworks. My goal was to create a "unit" cube, exported from Blender, that would match a cube of the same size created in Leadwerks. In Leadwerks I created a cube that was 256cm x 256cm x 256cm. This would perfectly fill one default grid square (with 8x8 smaller grid divisions per default grid). I wanted a 256cm x 256cm x 256 cm cube, created in Blender, to be the exact same size in Leadwerks. It took some fiddling, but here is what I set in Blender to make it all work: Press N to open the right-side panel, go to Display and change the following settings for Grid Floor: - Lines: 16 - Scale: 0.64 - Subdivisions: 8 Go to the Scene tab and go down to Unit Presets: - Length: Metric - Angle: Degrees - Unit Scale: 1.0 When exporting to FBX, the only change you'll need to make is to set SCALE to 0.50, otherwise the model will come in twice as large. Remember, the goal here is to have the geometry the same size in Blender as in Leadwerks. The Grid Floor settings create a grid like the one in Leadwerks. Since game engines typically like things in a power of two (2, 4, 6, 8, 16, etc.), most game editor grids have only 8 subdivisions. 16 lines gave me four complete "main" grids to guide me. You can increase this to make them larger, but I would do so by a power of two. So, since it's at 16 right now, the next step would be 32, etc. A scale of 0.64 allows a cube, for example, to be created at exactly 256cm (2.56m), matching the size of the one in Leadwerks and exactly filling one main grid square. With this done, the base cube imports into Leadwerks at exactly the correct size and snaps perfectly to the grid. Now, I am sure there are other ways to do this. My main goal was to get a same sized object out of Blender and into Leadwerks. This way I can work in Blender, creating level pieces, and knowing that they will work correctly in Leadwerks with it's grid system and with any pieces I create using Leadwerks CSG shapes. I hope this helps someone. I know I had a heck of a time trying to find help with this via a Google search, so I had to experiment and come up with my own way. Perhaps this will help someone and keep them from having to pull out their hair.
  14. I figured it out and was able to get it to work. Thanks, everyone!!!
  15. Thanks. This one was from Blender. Perhaps there is an issue there? I'm new to Blender. Been using MODO for years, though. And the MODO file I had tried previously did the same thing (no texture).
  16. Here you go. Thanks for looking into this for me. I appreciate it. Test1.fbx
  17. Hold on. I want to create another one for you without an original texture.
  18. Ah! I did not realize that. I was running from the editor to test as I am learning Leadwerks. Thanks for the reply. I appreciate it.
  19. Hello. Where did you see this has been solved? In both 4.5 and 4.6 I cannot get my tests to run at full screen. They look like the screen shots above, where the game is locked to the top-left with the desktop or Leadwerks editor showing behind around the left and bottom.
  20. Hello. I would love it if there were an option to "link" the ortho viewports (top, left, back) so that if you move the view in one, the others move, too, keeping the same focus. That way if you slide to a particular area in one view, the other views would go there, too. This makes it easy to move to an area in one view and edit in all ortho views. This could be a feature that can be turned on/off by the end-user. I've used something like this before, years ago, in another editor and it was really nice.
  21. Hello. I am new to the Leadwerks engine and am really enjoying learning it. Thanks for creating it! My background is a 2D/3D artist, so my suggestion will come from that perspective. Currently, there is very little to differentiate the move gizmo from the scale gizmo from the rotate gizmo. The only difference I've seen is the move gizmo has the extra handles that allow you to move objects along two axis at once. The scale and rotate gizmos are identical. It would be great if the Leadwerks editor had three different looking gizmos for each of the three modes. As pointed out before, the scale and rotate gizmos both are identical with arrows at the ends of each axis line. But arrow heads don't really convey rotation. And it is not the industry standard to have arrows for scale, but boxes instead. It would be great if the gizmo would change as follows: Move - same as it is now Scale - Replace arrows with boxes Rotate - Replace arrows with slight curves to indicate which direction you are rotating in Thanks!
  22. Hello! Does this work in Blender 2.79? I went to Add-Ons and used Install from File, but nothing shows up in the Blender Add-On window (i.e. there is no Leadwerks exporter to check). Thanks for any help with this.
  23. Hello. I am new to the Leadwerks engine, but am enjoying learning it. According to the help file, when you import an FBX file, the material/textures are automatically applied. However, I cannot get that to happen. I can convert my textures and normal maps to a material and then apply that material to my model in Leadwerks, though. So, that works. But what I am doing incorrectly that models come in without materials/textures applied? I've tried saving the FBX file and textures to my projects Models folder. They do get imported and converted automatically, which is nice. But the model appears white. I have to right-click on the texture to convert it to a material and then double click on the model to open the model editor so I can drag the new material onto it. Any help with this would be appreciated. For reference, I have tested using both MODO and Blender. Thanks.
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