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TwoCatsYelling

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  1. Actually... Follow-up question...

    That solution works with the Camera in the scene. I've removed the camera from the scene. I'm using the character model with the FPS script attached. There's no option for it (that I see anyway) to adjust the view distance in a similar way.

    Sorry for what are probably daft-sounding questions, but I'm not much of a coder, and haven't had any luck finding the answer otherwise.

  2. Hello again,

    Simple question this time..

    Is there a way to increase the draw/clip distance, either in editor, or in engine itself? 

    I'm experimenting with a terrain editing tool (GAEA) and have imported a first terrain. Challenge is, I can't see the whole thing at once, even on a 1024x1024 map. I don't intend to necessarily keep it that way all the time. It's just for the sake of getting a sense of scale in LW for tweaking, etc. Maybe take screenshots.

    Is there a way to do this?

    Thanks!
     

  3. That's exactly what fixed it. So just a GUI rendering glitch. That's a relief lol.

    And yeah, it is a simple map. I was testing how well the corridor model tiles after saving with the 2.56m multiplier I discussed in the other thread.

    Also managed to work out why I wasn't seeing the light showing up in-engine. Amazing how much clearer you can approach a situation when you just go away and don't look at it for a little while.

  4. Not quite sure how to describe this other than "phantom lights"
    Basically, I had a series of point lights in my scene, and they refuse to disappear when deleted. And I don't understand why lol.

    I was originally going to ask why my mesh is lit properly in the editor, but shows up completely unlit (except by ambient) in-engine.. But then this happened. While the inside of the corridor would ordinarily be lit with the point lights there, it's not in this pic, because I'd deleted all the lights. But you can still see their icons in the editor...

    I don't know why I've been cursed to always run into these weird problems, but there ya go.

     

    PhantomLights.JPG

  5. Hi all,

    So, I have the "world map" set up for a scene I want to create in LW. It's for a 2048x2048 size terrain (only about half of which is actually playable area; the rest is water or otherwise impassible). In any case, I'm trying to find ways to create at least a rough heightmap using the "world map" as a guide. Then I can get the heightmap into LW to further refine and edit.

    I tried overlaying the image directly in LW as a texture, but it only scales up to 64x and due to the way LW's terrain material works, while it looks pretty cool, it doesn't really allow me to do what I want to.

    I would use L3DT, which has always been a good option in the past for roughing stuff in using the Design Map and then generating a heightmap from it. For some reason their later versions lag really badly on the design map when there's an image overlay. It freezes everything up for up to 30+ seconds while it updates in the background, so I have to just sit there and wait, then paint some more.. then wait longer, etc. Needless to say, that's a no-go option.

    I'm just looking for some ideas/options from people on other software options that would allow me to paint in a rough heightmap like that, which I could then export in the right format/quality for LW?

    I've looked at any feasible looking option I could find on sites like "alternative to", etc, but they're either not ideal, or too expensive for my current purpose.

    Thanks a bunch!

  6. On 5/12/2020 at 8:15 AM, reepblue said:

    That actually makes more sense if you're coming from something quake based.  

    But yeah, the models have to be dividable by 2 inorder for it to snap correctly. 2.56m is the height of a wall.

    This has turned out to be very helpful to me.

    I basically "rounded" the dimensions to the nearest "even number" based on increments of 2.56m.

    So, instead of 10 meters long, it's now 10.24. Instead of 4 meters tall, it's 5.12, and so forth. It's lining up perfectly in LW.

    Now I'm just contending with the issue of the material not wanting to map properly to the revised version lol.. Always something. I'll figure it out though.

  7. 23 hours ago, Rick said:

    It doesn't use normal maps at all it seems. It just compresses the highly detailed model data (triangles), seemingly in real-time (or every few frames probably) depending on the camera distance. The closer you are the less compressed the model data would be meaning it's more detailed (more triangles). The farther away the model is from the camera the more compression the model data would get so it's less detailed (less triangles) since the eye won't notice? Basically dynamic "real-time" LOD like you noted.  Since the idea of a normal map is to fake detail, and the idea here is to change detail, seems there wouldn't be much need for a normal map? Yeah, the biggest thing would be disk space, but since that's cheap and getting cheaper by the day it's probably OK.

     

    After watching more, perhaps they are compressing not every model but the final scene of the detailed models. So once you have your entire detailed screen, it then compresses that before sending to the renderer. However, my concern there would be memory of those detailed models loaded. I wonder if this would result in less unique models available on screen. PS5 has 16 gig, but that demo scene might be reusing a lot of the same assets to get around any kind of limit with what you can have loaded at once. Or maybe it's not a big issue.

    This video was released by Digital Foundry; a bit more of a "deep dive" into the tech we've seen so far.

    Appears there is still normal maps involved, but they're not bespoke. The tech seems to generate them automatically. At least that's how I understood it.

    Here's the vid...


    Besides that, my take on the demo is, like the tech demos for previous Unreal Engines, it's intended to only showcase the new tech and what it does on a spectacular level, pushed to the extremes. That is, I don't think we're going to be seeing games routinely using 30 million triangle models, or billions in a single scene.  I think it's more to showcase what the tech is doing on a grand scale.

    If you think back to the UE4 "Elemental" demo, it showcased millions of particles, and various other new features in a very spectacular, highly detailed cut-scene. But I don't recall seeing any games that tried pushing their environments or detail to that level, except perhaps in scripted cutscenes, etc. It just wasn't practical in a typical gameplay setting.

    I think the same thing applies here.

    But again, that's just my take.

    • Like 3
  8. @gamecreator - I considered just doing that, but then the thought occurred to me "is this going to be necessary for every single asset I bring over?" I couldn't believe the answer could be yes lol. That's why I asked here.

    @Thirsty Panther I'll give that a shot. It's not ideal, but a scale reference would be helpful in any case. I'm not able to get the player or monster models to import into Blender as .obj's. Hopefully the blocks will work.

    Will update either way :)

    Thanks!

    • Like 1
  9. Hello,
    So, working on creating a test "modular dungeon set" for Leadwerks and, upon importing my first piece, have hit a roadblock.

    In short, the scaling is off in LW. I've tried using the exporter for leadwerks linked on these forums, but Blender 2.8 doesn't seem to recognize it. I've also checked the scaling per forum threads, but couldn't find anything explaining this issue (also I'm pretty sure Josh said somewhere that LW should automatically address things like that now?)

    Anyway... pictures a worth a thousand words and all that, so here's a couple screencaps, one of the model in Blender, and another of the same model in LW. You'll see in the Blender shot that the dimensions are even numbers. But for some reason, in the LW shot, you see that the object is off-grid at one end. Scale and location are all applied in Blender, export scale for FBX is 1.0 so it's not happening there, either.

    Thanks :)

     

    AlignIssue-2.JPG

    AlignIssue-1.JPG

  10. Yep. It's a Corsair Harpoon. It has high precision features, etc.

    Though I keep the "enhance precision" part disabled, 'cause it gets too fast.

    Edit...
    Just fixed it. Precision was set to 1ms, I tried increasing it to 2ms.. Now it's fine.

    How weird. Don't know if you intended to go with the Socratic approach, but it worked out either way lol.

    Thanks, Josh!

    • Haha 1
  11. Hello,

    So, I've posted about this before, and there really wasn't a solution reached for it. What's weird is, I'm on much better hardware now than I was back then, and the issue has gotten worse. It's a funny kind of inverse issue... the more power I have to run it, the worse it runs lol. 

    Maybe I'll go back to my 8350 and GTX 970? It ran fine on that lol

    Anyway, when ever I'm looking around with the mouse in the 3D view, and/or trying to sculpt terrain, there's a persistent lag that occurs. It happens even if I have all quality turned down as far as it will go in the options.

    I recorded a short vid to showcase what I mean. This is what happens when I'm not recording, so it's not the recording software causing it.

    My system specs:
    Ryzen 5 2600
    32 Gigs 3200 RAM
    2070 Super GPU w/ 8 Gigs of VRAM, with the latest drivers (or any that I've tried previously)
    Running off a Samsung SSD
    Windows 10

    I don't use wireless peripherals, so it's not a connection or signal issue.

    There's nothing going on in my PC that should make it perform like this. I really would love to work with this engine, it's a no-go with this kind of input lag. So, here's my last attempt to try and figure out what the problem is.

    Thanks
     

  12. On 6/21/2019 at 6:25 PM, Lethal Raptor Games said:

    You might have to decrease your brush size, that may help.

    Tried that. It happens regardless of brush size.

     

    On 6/21/2019 at 8:56 PM, gamecreator said:

    If you have vegetation on your map, you can reduce the view distance and turn off shadows.

    It's happening on a brand-new, blank heightmap, no textures, no vegetation, nothing. That's what's weird about it; I've used the terrain editor in the past with blended textures, normal maps, trees, vegetation, rocks, water, etc.. and it performed smoothly. Not sure what's changed that makes it so slow and choppy again.

    Thank you both for the replies :)

  13. Hello,

    This is an issue that I'd had several version updates back, which went away. But now it's happening again.

    Basically, if I'm editing terrain with a texture on it, it gets really really laggy/choppy and it's difficult to get results I'm after because the terrain lags behind and I'm editing spots I don't mean to be, etc.

    I'm on Windows 10, Ryzen2600, GTX970, 16 Gigs of RAM and running on a SSD. Same hardware I was working on when it was working smoothly.

    Is there a way to fix that? A workaround or some such?

    Thanks!

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