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gordonramp

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Everything posted by gordonramp

  1. Thanks M'sG, That works. There doesn't appear to be any great advantage to 'aligning vegetation to slopes' for trees because they poke out at odd angles. The problem seems to be that there is no 'height adjustment' (That I can find) for trees that are spread using the 'distribute' option.
  2. When you have a large terrain, 2048x2048 it's a slightly daunting task to paint them all by hand and if as you suggest I distribute the trees then go back and 'clean up the areas that would be part of the normal game play area with the hand painted trees' this poses another problem. How do I delete some Trees that have been painted by the 'Distribute command'? I'm unable to select them individually or even as a whole.
  3. Thanks Mack, well firstly I couldn't see that option because I had my Windows 7 text set to Medium which is 125% and the Editor doesn't seem to accommodate the change. So I've set the text to the Smaller option which is default. Anyway, it doesn't make any difference. See in the image below how the trees are set to align to the slope but have root systems that poke out into thin air.
  4. Hi, When I make a Terrain and distribute Trees across it.. they sit on the Terrain rather than in it on slopes. The Arctic Demo is an example. I can't seem to find a way to lower their position. Is there a way?
  5. Working Ok here. I noticed there was another Editor and texture change when I updated this morning. Hasn't caused any problems so far.
  6. Same here, at the moment my terrain scenes are a little static. Some moving sky with day/night and the occasional squall coming through would make things very realistic.
  7. Yes Aggror, confidence is restored and the world makes sense once more.
  8. Magically, I just updated 2.4 and the terrain texture was replaced and now the issue has disappeared. See image..
  9. Editor no longer crashes when adding a texture (Thanks Josh) but as in the image, text appears all over the terrain when a new texture is applied.
  10. Can't comment on your scripting problem Mac but yes painting terrains is now fixed.
  11. Glad I'm not on my own with this. Have filed an error in the Bug Tracker.
  12. Thanks Michael. This is rather frustrating. I can only assume that there is a bug for my particular Video card. I could go back to a previous version. Not sure how to proceed at the moment.
  13. No, It's a clean install. Just what arrives from Josh. None of my stuff at all. I've tried the SDK in C:\ and in C:\Program Files. The default download is to C:\Leadwerks Engine SDK so that's where I've been mainly testing it. The examples work fine but I'm unable to use the Editor to paint a new terrain.
  14. Hi diedr, Just updated again. There was a change to the Editor but it hasn't made any difference. Still the same error on Mouse Up. So I did a clean install to another computer. Similar video card but running XP instead of Windows 7. Same result.
  15. Hi Aggror, Here is the Editor Log... something amiss with the shader perhaps. I have a clean install of the LESDK 2.4. Latest Nvidia drivers No other versions of the LESDK on the drive. Leadwerks Engine 2.40 Initializing Renderer... OpenGL Version: 3.2.0 GLSL Version: 1.50 NVIDIA via Cg compiler Render device: GeForce 9800 GT/PCI/SSE2/3DNOW! Vendor: NVIDIA Corporation DrawBuffers2 supported: 1 32 texture units supported. GPU instancing supported: 1 Max batch size: 64 Shader model 4.0 supported: 1 Conditional render supported: 0 Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//query.vert", ""... Invoking script "C:/Leadwerks Engine SDK/Scripts/start/collisions.lua"... Invoking script "C:/Leadwerks Engine SDK/Scripts/start/fliphook.lua"... Invoking script "C:/Leadwerks Engine SDK/Scripts/start/globals.lua"... Loading shader "", "incbin::../../TerrainColorAndLight.frag"... Loading shader "", "incbin::../../TerrainColorAndLight.frag"... Loading texture "c:/leadwerks engine sdk/models/entities/light/directional/light_directional_icon.dds"... Loading model "c:/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf"... Loading mesh "c:/leadwerks engine sdk/models/entities/light/directional/light_directional.gmf"... Loading material "c:/leadwerks engine sdk/materials/effects/invisible.mat"... Loading script "c:/leadwerks engine sdk/models/entities/light/directional/light_directional.lua"... Creating class light_directional Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/clearcolor.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//guide.vert", "zip::c:/leadwerks engine sdk/shaders.pak//editor/guide.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//pointentity.vert", "zip::c:/leadwerks engine sdk/shaders.pak//pointentity.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//guide.vert", "zip::c:/leadwerks engine sdk/shaders.pak//editor/grid.frag"... Loading shader "incbin::../../selection.vert", "incbin::../../selection.frag"... Loading texture "incbin::noise.dds"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/leadwerks engine sdk/shaders.pak//lighting/directionallight.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/presets/postfilter_bloom_hdr.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/bloomblurx.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/bloomblury.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/depthblit.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/postfilter.vert", "zip::c:/leadwerks engine sdk/shaders.pak//postfilters/irisadjustmentblend.frag"... Loading texture "incbin::Arial9.dds"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//editor/generic.vert", "zip::c:/leadwerks engine sdk/shaders.pak//editor/sobel.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//terrain/terrain_flat.vert", "zip::c:/leadwerks engine sdk/shaders.pak//terrain/terrain.frag"... Warning: Uniform "layerblend" does not exist in shader. Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//terrain/terrain.vert", "zip::c:/leadwerks engine sdk/shaders.pak//terrain/terrain.frag"... Warning: Uniform "layerblend" does not exist in shader. Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//editor/terraintool.vert", "zip::c:/leadwerks engine sdk/shaders.pak//editor/terrainguide.frag"... Loading texture "incbin::../../terraintool.dds"... Loading texture "c:/leadwerks engine sdk/materials/terrain/desert/terrain_desert_rocksand.dds"... Loading texture "c:/leadwerks engine sdk/materials/terrain/desert/terrain_desert_rocksanddot3.dds"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//terrain/terrain_flat.vert", "zip::c:/leadwerks engine sdk/shaders.pak//terrain/terrain.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//terrain/terrain.vert", "zip::c:/leadwerks engine sdk/shaders.pak//terrain/terrain.frag"... Loading texture "c:/leadwerks engine sdk/materials/terrain/desert/terrain_desert_sandrippled.dds"... Loading texture "c:/leadwerks engine sdk/materials/terrain/desert/terrain_desert_sandrippleddot3.dds"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//terrain/terrain_flat.vert", "zip::c:/leadwerks engine sdk/shaders.pak//terrain/terrain.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//terrain/terrain.vert", "zip::c:/leadwerks engine sdk/shaders.pak//terrain/terrain.frag"... Loading shader "zip::c:/leadwerks engine sdk/shaders.pak//editor/generic.vert", "zip::c:/leadwerks engine sdk/shaders.pak//editor/terraintool.frag"... Warning: Uniform "flattenheight" does not exist in shader. Warning: Uniform "heightmapsize" does not exist in shader. Warning: Uniform "imagesize" does not exist in shader.
  16. I guess no-one else has noticed this. It's definitely an error. Other versions don't have the same issue. My system is very standard so that means version 2.4 is unusable for me. I must say, this does not inspire much confidence for the upcoming version 3.0. I expect it will be buggy also.
  17. Hi, Is anyone else getting an error like this.. When I create a terrain and select a base texture it applies fine but when I select a second texture and attempt to spot apply it, I get a 'Windows exception access violation' error on Mouse Up and the Editor crashes.?
  18. Why is it a pile of junk?
  19. Fixed it.. I rotated the light by 90 degrees in the 'General' area of the Properties. It now displays on the terrain in a full rotation. Not sure what I would use this for but it's nice to have it anyway. Thanks for writing it.
  20. I placed the light above a flat terrain and as it rotated the light was only visible for 60% of the rotate.
  21. This works when I run it after setting the speed property to 1.0 then 'apply' but the angle must be out because only 60% of the arc gets lit.
  22. Good luck Josh, I also think some sort of integrated Gui system for Menus and Huds would be a huge plus for the Engine.
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