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Monkey Frog Studio

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Everything posted by Monkey Frog Studio

  1. I don't know or use Substance Designer, but Substance Painter will export to glTF 2.0. The purpose of glTF is to create a standard for exporting/importing SCENES, as per the Khronos website: As a result, I don't think that materials, by themselves, were in mind when they created this format. Having said that, it's great for what it does. And it gets us out from under the yoke of Autodesk, Autodesk FBX licencing, and the ever changing FBX format. Since it appears that glTF is only for scenes, could it still not be used to get materials into your engine? For example, someone could apply the material to any object, like a cube, export it, import into Leadwerks (for example) and then Leadwerks would provide access to the material so the end-user could alter it and/or apply it to other objects in Leadwerks? In Godot, once I have imported the scene via glTF, I can drill down to the material on an item, copy the material, and paste it to a totally unrelated object. So, glTF could still be used to get materials into Leadwerks to be both edited and used on other items, such as the CSG items there.
  2. You should be able to. I was dabbling with the Godot engine, which imports glTF. Once the mode, with the material, is imported, I was easily able to alter the material, changing roughness, metallic, swapping out the texture image, etc. So, this should be quite doable.
  3. glTF is fantastic for exporting/importing complete scenes, though, including animation. It would be great for importing prefabs, levels, level segments, characters, etc., into Leadwerks (or Turbo).
  4. I'll put together a simple cube with a material applied (texture, normal, AO, roughness, and metallic) later today (barring any unforeseen issues).
  5. DSR has been off/disabled forever on this machine. Thanks, though.
  6. Yes, but sometimes we only need to set a percentage (how metallic or how rough) and are not even using a texture map at all.
  7. Thanks for trying to help, Yue. However, that does not change anything for me. Even after doing that in the Nvidia Control Panel, screentest.exe still opens upper-left and does not fill my monitor.
  8. Yeah, but that doesn't fix it for me. If I change scaling from 125% to 100% then Leadwerks still does not go full screen on my primary monitor (when set to my 4K monitor). Messing with my Nvidia settings (so far) have not changed this, either.
  9. Actually, no. When the use terms like 2K and 4K, they are talking about HORIZONTAL resolution, not vertical. From a website: "As things stand, the majority of 4K displays come with 3840 x 2160 pixel (4K UHDTV) resolution, which is exactly four times the pixel count of full HD displays (1920 x 1080 pixels). There are also 4096 x 2160 pixel (DCI 4K) displays for the film industry that are referred to as 4K displays."
  10. 4K means 4000. So, a monitor with a pixel length of 4096 pixels would be a 4K monitor. Monitors in the 2000+ range of horizontal pixels are often referred to as 2K monitors. "K" being short for 1000.
  11. Yes. It tops out at 4096 x 2160, but I run it at 3840 x 2160.
  12. ... and as I had stated previously, I had disabled my secondary monitor and the problem still persisted. However, if the secondary monitor (the non-4K monitor) is made the primary and screentest.exe is run, then full screen works perfectly on that monitor. So, the problem does not appear to be dual screen related (per se). However, it does seem to have something to do with the 4k monitor, though I have no idea why.
  13. On the 4k monitor, I do have scaling set to 125%. However, I've reset that to 100% and that does not help. Screentest.exe still shows up at the top-left and partially off screen. If I have scaling set to 100% and apply the Properties thing I detailed above, then it is exactly the same as described there (no change setting scaling back to 100%).
  14. I don't know if this will help, but I did a test with partial success. I right-clicked on screentest.exe and clicked on Properties. Then I went to the Compatibility tab. There, I went to the Change high DPI settings near the bottom. Once there, I went to the bottom set (High DPI scaling override) and checked the box there (Override high DPI scaling behavior. Scaling performed by:) and selected Application in the drop down. Once I applied that, screentest.exe opened full screen (I could not see my desktop to the right or beneath). However, it appears that it was stretched beyond the monitor edges. When I hit ESC to access the menu, almost all of the menu was off the screen. In fact, I could not see "Quit" and had to guess where it was to exit. None of the other options seemed to change anything. And, yes, I did try all the options on Compatibility for Settings and those under Change high DPI settings, etc.
  15. That appears to be correct, at least with your screen test program. However, I don't recall them always being partially off the screen to the left. In other words, in some previous tests of my own, when hitting ESC the menu was fully on the screen (i.e. the entire screen was on my monitor and not shoved off to the upper-left).
  16. Test one - If I set monitor 1 (the Dell Canvas at 2560 x 1440) to the primary monitor and run your screentest.exe, it runs at full screen on that monitor. If I shut down the Dell Canvas so only the 4k monitor is operating and run screentest.exe, then it is not full screen. Here's what happens - The screen flashes briefly as it adjusts to the screen resolution of your screentest.exe as if it is going to full screen mode. Then it appears the screen is SHIFTED up and to the left. I notice this because the desktop wallpaper is repeated to the right and below as if the edge of the screentest is the beginning of another monitor (if that makes any sense). If I attempt a screen grab of this, then all I get is the screentest (no desktop wallpaper shows up to the right and below). Also, as pointed out previously, when I access the menu to quit, it is partially off the screen. So, it doesn't seem that full screen is not working, per se, but that, for some reason, the screen is shifting up and to the left X number of pixels. Again, this does not happen when the other monitor is set to primary. And this does not happen in any other game (and I have a ton of games).
  17. Just for clarity - I have two monitors. My primary monitor (which is actually labeled as "2" in Display Settings) is set to a screen resolution of 3840 x 2160. My secondary monitor (labeled as "1") is a Dell Canvas (like a Wacom Cintiq) set to a resolution of 2560 x 1440. Under Display Properties>Multiple Displays, it's set to Extend these displays. On the primary monitor (3840x2160), scaling is set to 125%. On the secondary monitor (2560 x 1440) scaling is set to 100%. I'll fiddle with a few things to see if I can affect a change. For example, I'll set monitor 1, the Dell Canvas, to the primary and see if that changes anything, etc.
  18. I disconnected my second monitor and ran the test again and it still does not go full screen. I'll make a few more tests to see if I can dig anything else up on my side.
  19. Thanks! I hadn't seen that blog post. That solves that one.
  20. I just noticed something else. I had recently uninstalled Leadwerks and reinstalled it. Now in Steam it is set to install the latest beta and Steam labels my version of Leadwerks as [Beta]. However, if I open About in Leadwerks, it tells me it is version 4.5. Previously, it had stated it was version 4.6. I've tried uninstalling and reinstalling again and it still tells me it's version 4.5.
  21. When I run this, I get a white rectangle in the middle of black, but it does not fill my screen. Instead, it is stuck to the upper-left and I can see my desktop around the right and bottom edges (since my monitor's screen size is 3840 x 2160). EDIT - Also, when I hit ESC to access the menu to exit the "game", it's apparent that your "game" is a bit off the left edge of my screen as the menu text is a bit cut off. This has not happened with my published tests. While mine do not go full screen (leaving the right and bottom edge of my desktop visible), none of the game is off the left edge that I am aware of. None of the menu is cut off, etc.
  22. Right. That's the same code that's in my main.lua file, but Leadwerks will not run at full screen, even when the "game" is published. Instead, it runs in a borderless window that stuck to the top-left of my screen (as in the screen shots the OP posted). I've tried various resolutions, too. Again, I am only getting this issue with Leadwerks projects. All other games open to full screen with no issues. Out of curiosity, Josh - have you tried this on a dual monitor system? EDIT - Yes, this was tested on the current beta build. I have that enabled via Steam.
  23. Interesting, because glTF, for example, uses RGB differently: Red: Ambient Occlusion Green: Roughness Blue: Metallic I know glTF is not the industry standard, but it is catching on. I believe Unreal will be adding glTF import (if they haven't already).
  24. I don't know that, frankly, as I am just starting to learn Substance Painter (though not Designer at this point). I've been working in MODO for quite some time and am slowly transferring my work over to Blender in anticipation of v2.8's release. I work with another game engine and use glTF to bring in my models and materials. glTF makes it easy because there are simple rules for what channel is used for what. I think what I've seen elsewhere is the end-user typically exports out what they need/want to use, such as a texture (albedo), a normal map, and AO. Then, in the engine, they can create a new material and add their exported images to the proper channels (normal map image in the normal map channel, etc.). When a game engine imports glTF, for example, then it's up to the end-user to adhere to glTF specs. As long as they set things up properly in their 3D program, export to glTF, and if the game engine supports the format properly, then it's a smooth import from 3D app to game engine. I'm just using glTF as an example here. Not a lot of 3D apps or engines are supporting it yet, but I prefer it. Hopefully others will respond here and help to answer your question better than I have.
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