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tjheldna

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Posts posted by tjheldna

  1. Not sure if this is what your asking? Sorry if not

     

    .h
    enum
    {
    	kFlag1 1 << 0,
    	kFlag2 1 << 1,
    	kFlag3 1 << 2
    };
    
    class Foo
    {
    private:
    	long 	flags;
    public:
    
    	Foo();
    }
    
    
    .cpp
    Foo::Foo()
    {
    	//set some flags
    	flags |= kFlag1 | kFlag2;
    
    	//remove flag
    	flags &= ~kFlag1;
    }
    
    Foo::Test(long flag)
    {
    	//check flag is set in variable
    	if(flag & kFlag1)
    	{
    	}
    
    	//check flag is not set in variable
    	if(!(flag & kFlag1))
        {
        }
    }
    

     

  2. In some ways it's a double edged sword for me and the scaling import fix and relates to a bug post I did ages ago. Problem for me now is I need to scale everything by 100 to compensate and make them the right size. Id much rather the scale work properly like it is now, it just means a bit of extra work in the short term as I want my models scaled properly on import. Once again.... I'm super happy with this.

    I haven't done much testing as far as this goes but I think there is a picking bug in the editor with the newly imported models (not sure if this is isolated to a newly imported skinned or scaled model). I cant seem to click on a newly imported model in the view ports. I can only select it in the scene graph. I can do more testing tonight if needed, I just ran out of time last night.

    • Like 1
  3. Much appreciated Bolt. So is this something I need to get the guys at Akeytsu to look at?

    Not sure how that happened to the plats but i'll definately fix it. With the shoe I noticed that a while ago, and I'll fix that at the same time.

     

     

  4. I've recently had a break from LE and in coming back, tasks in LE that I had become numb to are now really apparent again. There are a couple of ideas that I think will make the import of models better,  flexible and time saving. I've always felt the LE import system has been really good, but missing a few key things which could potentially be overcome. I've tried to give reasoning.

    Skinned Models don't collapse on import On/Off -> Would be great If I control the import of this feature. For example a piece of armour could be then accessed in code and hidden or something.

    Set a texture directory path on import -> One I've found that's especially laborious in LE is the amount of time you need to set things up. I might be tweaking an animation -> exporting -> assign materials-> test -> repeat over and over. If a texture is in a different place or named differently than expected your constantly setting it which I don't think I should have to. Maybe the editor needs to store the entity name (because there can be more than one in a model) and it's last known texture directory and name then searches on those values when importing. If it cant find it then it fails.

    Don't prune bones on import Possibly a bone naming convention on bone to prune Yes/No if zero weights assigned -> On my models i much prefer setting up the mount points for things like weapons armour in the animation program. The only way this is possible is to assign a slight weight to it, this will cause unwanted deformations to the character and feels a little hack. I want to be able to have the freedom of being able to animate a non skinned bone with out a side effect. If you have ever tried to parent a pivot to a bone (prefab) for a mount node on a mesh you will know any further exporting of that model will result in that work being lost.

     

    Import Animation Scale On/Off -> I've brought this up before or import setting to turn on off per skinned model. Sometimes you do need to scale a bone just to make things line up properly in game whether it be a pose holding a weapon or a model shrinking. 

    Settings in model editor read from file or preferably model import prefs saved setting in the editor -> Each model has properties assigned and read when imported and remembered. Settings that are set are the ones found in the model editor eg. collision shape to assign, textures etc. Obviously this is all about saving time.

     

    Cheers!

     

     

     

     

  5. This is all about smoothing groups. Edge loops aren't for the game ready model. That would be for a high poly model that you bake the normal map onto a low poly one.

    I had problems with LE importing smoothing groups First in MODO 8 not importing but newer version 11 its working again. I'm also now using Akeytsu for animation in which the groups does not import into Leadwerks. I have to use the model editor calculate angle option which is bad for characters or anything other than simple shapes. Thing is the same models export and smoothing groups come across perfectly in other game engines and have always done so.

    If your using Substance Designer for baking it has become really good at baking a model with a mixture of hard and soft edges. After all that work preparing, baking etc  the final result still wont appear in LE correctly because of smoothing groups.

    A mainly an artist this has been a real frustrating problem. My bug post about it is buried so deep not even I can't find it. Here is an image of the comparison of smoothing groups. see how the armour has nice hard edges directly from exporting, and leadwerks does not.

    sg.png

    • Upvote 1
  6. Check the shader used for your rock material it needs to be set 'groundrocks' or something. You're probably going to need to delete all the billboard textures that were generated too. I'm not in front of LE at the moment so I cant tell you the shader name for sure.

    • Upvote 1
  7. 3 hours ago, Christian Clavet said:

    You can animate the scale of your bones in the animations. Can you check your animation track and see if there are keys in the scale channel?
     

    No scaling in animations is not applied in LE unfortunately (although will you can in your modeling program). Only rotate and transform are applied. I've submitted a request for this a while back.

  8. Hi Newbie,

    Thats not shadows, thats your meshes normals all out of shape. There are two things you can do here. Fix the normals in your modeling program, it will be called something like smoothing groups. Or In LE you can edit this also in the model editor->Tools->Calculate Normals. Experiment with the results but I  would choose 'Angular Threshold' and play with the angle value. The number you choose will depend on the model.

    My opinion would be fixing it in your modeling program. I only know Modo so I could only tell you how to do it in that. 

  9. I've been using Affinity Photo and Designer since the start of this topic in May and completely made the transition Photoshop with around a week to fully get used to the new interface. In most ways it behaves exactly like Photoshop so the learning curve is quite small. It's low price tag has paid for itself already compared to my Adobe Cloud Subscription and has allowed me to 'vote with my feet' with Adobe and their latest and yet another price hike. I also feel i'm getting better results too, especially with AF Designer.

    Since this purchase there has been the Affinity Photo iPad app release (my iPad is an air not Air2 so I cant use it unfortunately) but does look awesome and an extensive update for the two software items.

    I'm not going to worry about listing their pros as I consider the software as a whole being a pro. When I have time unlike now, I will add some pros that relate to game dev as there are some neat features:

    AF Designer Cons:

    - This is not a fault of Affinity, but because it hasn't been around long 3rd party software dosen't support it's format. You cant do the Bridging with Substance Like you can with Photoshop. Would be great if Substance and zBrush would support this software in the future. In Affinity you can export to .psd so you can get around this however in a round about way.

    - Cant do arrowheads on your lines like in Illustrator.


    AF Photo Cons:

     - No Smart layers and if you import a PSD with a smart layer it imports the smart layer and converts it to a raster layer.

    - No native Bridging with Substance as mentioned above.

    - Cant import and paint 3d objects. Does anyone actually use that feature in Photoshop anyway???

    • Upvote 1
  10. When upgrading your project:

    - Close Visual Studio

    - navigate to [your project]\Projects\Windows\

    -rename the newly updated xxxxx.vcxproj file to something else ie xxxxx.vcprojct.aaa

    - rename the xxxxx.vcxproj.BAK file back to xxxx.vcxproj

    - Reopen the project in Visual Studio. That will bring back in all your files etc.

    Add in the includes and links that Josh mentions, rebuild and your done.

     

    This is much easier than creating a new project and moving everything.

     

  11. Was wondering if anyone has any idea on how to flip/mirror a model? if I set the x value scale to -1 the model does in fact mirror, however the models normals appear flipped also in the editor. Running the project must correct the value as it appears as it was before the -1 x value. Is doing this possible?

  12. No need to play() every frame, you only need to call it once (it actually should play by default when the entity is created).

     

    Try:

     

    emitter->SetLoopMode(true, true);

     

    or

     

    emitter->SetLoopMode(true, false);

    if plan to release the emitter yourself.

     

    Was thinking wonder if the Start function isn't being called in your emitter as prefabs don't call the start of child entities?

    • Upvote 1
  13. Think the variable has to be of type Emitter so if you do this.

     

    Entity *expl1 = Prefab::Load("Prefabs/explosion.pfb");

     

    Emitter *emitter = (Emitter*)expl1;

     

    emitter->Play();

    emitter->Stop();

     

     

    By casting it to the Emitter type I'm pretty sure you can Play/Stop it.

    • Upvote 1
  14. Seems quite easy to pick up mirrors Photoshop in many ways, the only downfall I can see is no smart layers and if you import a PSD with a smart layer it converts it to a raster layer.

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