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tjheldna

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Everything posted by tjheldna

  1. tjheldna

    Workshop Spam

    No, I still believe my can was super popular! =) Although I wasn't planing on putting anything in the workshop, that is unbelievably unfair that I'm banned for a day for this, I did nothing wrong. What about the accounts that spam... nothing?
  2. tjheldna

    Workshop Spam

    Here's the email I received.. Dear tjheldna, Your Steam Workshop item Old Can has been banned because it violates the Steam Terms of Service. The item is now only visible to you. You will be unable to publish any user generated content for 1 day(s). If you believe your item has been banned mistakenly, please contact Steam Support. The Steam Support Team http://www.steampowered.com
  3. k, I'd think 2048x2048 is almost a minimum for a realistic style character these days.
  4. How many polys/texture sizes is he out of interest?
  5. Yep and use File->Save to save. no need to right click on it again and save as prefab.
  6. You can open a prefab file in the same way as a .map
  7. a prefab file .pfb can be opened same as a map usinf file-open and can modified and saved as needed. think thats what it means.
  8. This feature was in the old LE, and yes +1 on this.
  9. Since the introduction of the paid items, I haven't been that active at LE but I'll just give you my thoughts on it at a glance. - The main content of animals doesn't appeal to me it would be pretty specific to a limited number of projects imo and that's only if the developer needs them, from what I can gather most people are making fps's here and want guns and zombies sorry for the generalisation =). - It seems Arteria are the main player in this, so why would I buy it in a proprietary format when I can get the source at Arteria? I would expect a vastly cheaper price due to this but it dose not look like the case. Although I've never purchased from Atreria the quality looks great, no complaints there. - I also would not hesitate to buy things like post process effect scripts. Shader Guru's like Shadmar could make a buck or two. - I would be more inclined to buy a pack of models not individual ones and get more value for money. - When searching 'View All' I can't tell what's free or paid till I click on the item. - Id like to see a method in which the user can create a plugin for the engine. Is selling open to anyone or just Arteria atm? I'll look at it in more detail when I have the time. Cheers
  10. I believe he wanted to work on his 31st game, but don't know if there were any other factors. It did close up shop pretty quick and was a real shame, but I guess he had his reasons. I still can download it no worries, but haven't used it in quite some time now. His coding style has influenced my coding style today and have fond memories of using it. I found you needed to be super good at 3D math to use C4, and I am not up to that level. I changed to Leadwerks as it does (what I consider) the hard work for me. I can get to make the things I want without getting too stuck.
  11. Looks Like Eric Lengel (C4 Engine Author) is writing another book, could be worth a look. https://www.indiegogo.com/projects/foundations-of-game-engine-development-volume-1#/
  12. Should I do a bug report abou the terrain fps, so it dosent get lost here?
  13. It would be very handy to have control over the glossiness of a material using a map and a value (like the spec is done). For example eyes: The specular value covers the whole eye where it should be a nice sharp dot.
  14. Thanks for the feedback all. I wasn't expecting the ground to move with this build. It came down to a few things, I was getting constant shut downs when playing games and could only play (for example) Fall Of Cybertron for about 20min bang overheat. I had to get the max gear I could from a budget defined by my upper household management so there is nothing mind blowing here. During the life cycle of my gear I'll probably end up replacing the video card anyway so I'm not too worried about that just now. I think the biggest thing that's made the difference is the SSD I cant believe how quick things load now. I've done a bit of testing and here is what I've come up with. Every project I have ever started has used large terrain and that has been the biggest fps hog from what I can work out. Here are some tests I did: for a 256x256 =160 fps for a 512x512=110 fps for a 1024x1024 =100 fps for a 2048x2048 = 94 fps for a 4096x4096 = 50fps so there is a range of approx 110 fps between the sizes and adding things like vegetation and paint layers have little to no impact. If I didn't use terrain I would be very happy with the fps. The amount of fps the terrain eats seems a lot but is it reasonable? I don't know?
  15. RAM - DDR3 1600 Corsair 16GB MB - Gigabyte GA-P67A-UD3R-B3 Video - Gigabyte GTX570 1GB PCIe Processor - Intel i5-2400 CPU 3.1 HDD - WD 1TB Black FAEX 64mb SATA
  16. I just did an upgrade of my desktop as it's been about 4 years now and the hardware was getting dated and wanted to play the new SW Battlefront with no issues. So I decided to do an upgrade Here is what I got... OS = Windows 10 RAM = Corsair Vengence 16GB DDR4 2400 RAM HDD - Samsung Sata SSD 500 GB Video - Asus STRIX GTX950 2GB Processor - Intel Core i5-6600 3.3GHz 6MB MB -Gigabyte H170-HD3 Now this computer is flying with all my 3D, 2D programs and games. I am very happy with it, however It has practically made very little difference with the performance in LE. I'm talking an increase in the range of 10 fps across all my projects big and small. When running in debug mode its still so choppy it's hardly use able so there is zero improvement there. The jump in specs compared to my last build are miles apart, I'm very disappointed with this result.
  17. In the Leadwerks editor->Tools->Options, Under Video tab is your lighting quality set to high?
  18. tjheldna

    2016 Plans

    A lot of the functionality I was wanting was done this year which I'm grateful for. I'm hoping for an OSX build, Substance Support, and hope we see the return of the Terrain Tessellation. Networking will be a real nice addition and looking forward to that.
  19. So there's a chance then... I'll cling to that =). Not talking time frame, just if its a possibility. When you can do change textures dynamically like in the below example people will get interested I think. I'd be able to do things that I would never be able to work out in a shader file. Thanks
  20. Thanks guys yeah the SHALLOWRANGE only effects the edges which I need too. I'll take another look with your suggestion Macklebee.
  21. Got the full version of Substance a while back now and can't do without it these days and I know i've hardly scratched the surface of it's full potential. Really think this will be beneficial, get your logo on their clients page! Is there any chance this could happen? When I create a new project for Diffuse/Normal/Spec it is Substance referred to it as 'old gen' and makes me sad.
  22. Is there an easy way to make the water less transparent? I'm probably looking at modifying the shader right? Cheers
  23. Have you set all the appropriate models view range and those models that dont move, shadow mode = static? Lights are set to Static+Dynamic+Buffered? Too many entities possibly? Collapse can be used in the situation where I exported a model that has a number of children and you can collapse them so it's only one entity e.g. I create a building model. Window frames are all separate entities in the modeling program so there might be say 20 separate entities when exported. Collapse will turn all those separate entities it into 1 single entity. Things I have checked in the past... - Once I noticed a considerable fps drop, turns out 1 texture was 64mb in size and when drawn to the GUI dropped the fps. Just do a *.* search on the models and textures folder and sort by size. Just to make sure there is nothing too big. Its funny the actual source image was less than a MB in this case. - CSG brushes used as triggers. I used a lot of these and used the invisible material on it. Make sure the shadows on that brush are set to none, else the shadow calculations will happen too often and drop your fps. I think Josh did look at that a while ago and may have put a safe guard in, I cant remember. - Check all the things like draw distance, shadow modes etc, go over each node one by one - If you have a lot of modular pieces, I would advise to combine them in your modeling program and export that. Piecing modular bits together in LE will create too many entities. If you export with all separate modular entities, this is where the collapse feature will shine and turn them into one entity. - Check that only things like lights and characters have the 'occlusion culling' checked. Hard to tell without looking at it. Hope this helps you locate the source of your problems.
  24. The problem is very visible to me using Modo. If I export with a scale of 0.01 (m to cm as Modo is in meters) LE for some reason does not recognize the scaling on export so I need to resize in the in the model editor and reload the map every time I do an import to the vegetation system. I know it's getting a bit OT but the exports from Modo with the scaling work in other engines but not LE.
  25. Well written and learned a lot from it, thanks. If you ever feel like expanding further it would always be appreciated.
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