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Guppy

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Posts posted by Guppy


  1. You cannot bake with Cycles. The only think you can bake out is light data. Just use Blender Render.

     

    I'm sorry but that's just wrong.

     

    You can do this ever since 2.71 ( current stable is 2.76 )

     

    Baking in general can be a hazzle to set up, this addon (no affiliation)

    https://cgcookiemarkets.com/all-products/baketool/

    Makes it a breeze - I know a lot of people dont like the idea of paying for addons to free software, but unless your time is worthless it paying for it self :)


  2. Thank you for your answer. For "Linux" it is stable. Have you seen other software that was ported to Linux? For example 3d Coat? I love it. But if I am at full screen, and someone sending me a message in Skype, I will get a black screen. And I cannot even drop the X server and reboot! THIS is a major bug, because if I forget to exit Skype I can spend hours for nothing. I have never seen a single corrupted file under five weeks in Leadwerks. And we do quite advanced stuff with it under Linux. You are not alone. By the way have you tried Mono in Unity?=) Unreal do crash on me too ( in windows ).

    Sometimes it is not always the software bugs. It could be drivers. Linux itself has many old bugs in the X server and to work around it, you need more than one guy.

     

    To parapharase;

    "There are people getting shot in africa every day - you getting run over is not an issue..."

     

    Honestly I do not care how many ****ty ports you are running, the editor is a a state currently where it is almost but not quite usable. Worse it's impossible for the users to trust a software that will randomly lock up or corrupt the screen to the point were you have to close and just hope the your recent edits are saved.


  3.  

    Pfff. I'am tired of this guy here on the forum who cry all day long about how Leadwerks is bad. Especially in Linux part. Guys, yes, it is bugged, here and there, but for 95 % it is stable, and for another 5 it is not critical. Install Ubuntu, and stop this crying please. Ronald, if you like UE4, maybe you want to spend time learning it? wacko.png

     

    While he is annoying he has a point. Using the Linux editor is like using your TV remote with oven mitts on -your are technically using your TV but would it not be nice to actually be in charge of what your watching?

     

    If you not yet realised this then you will once your usage have become a bit more advanced


  4. Well I don't know how I got the ankh to work then, but it's working.

     

    Now I'm having problems with another model i've made... it has multiple materials, but I also tried it with one material. I tried to make multiple animations, in the end I combined them into one animation, but the same problem persists.. most of the frames are invisible, and some of the frames have parts of the model.

     

    post-14301-0-16476000-1425359495_thumb.png

     

    man.zip

     

    If this is on linux what your seeing is to be expected, the bug will hopefully be fixed in the not too distant future


  5. Unfortunately this is the joy of DRM - you are entirely at the mercy of the provider to continue to support the product.

     

     

    I've no doubt that there will be a hack out soon that will allow you to at least play the game, but I believe that save game progress was stored server side? if so then that's lost


  6. if your moving the camera just 1 px I'd not worry about parallax - more likely rounding errors may mean you end up with 9 identical images.

     

    Another solution could be to move the camera closer and do X seperate frames that each fit inside the original view cone - if that makes sense.


  7. I'm in the marked for a work laptop to run linux on - the Dell M3800 seems like a nice choice except for some reason Dell Denmark has removed the option for linux when customizing it ( even though they still advertise Ubuntu 14.04 -.- ).

     

    So I figured I'd try and pick your collective brains, any of you run linux on a recent laptop or know of one that will run linux (ie nothing with obscure hardware that only has windows/mac drivers ).

     

     

    My requirements are

     

    128GB SSD

    12GB ram

    Must have some sort of docking station that can connect to 2xHDMI screens,2xUSB and wired ethernet.


  8. http://www.leadwerks.com/werkspace/blog/138/entry-1288-pushing-complex-lua-tables-from-c/

     

    In the article I do show how to use the function but it's quite easy;

     

     

    (this is from a now abandoned UI kit for Leadwerks C++/Lua )

     

       luaInterface::luaInterface(LeadwerksUI* _gui):gui(_gui){
           //ctor
    
           typeMap guiObj={
               {"loadCore",new luaMemberFunction<luaInterface,&luaInterface::loadCore>(this)},
               {"loadLayout",new luaMemberFunction<luaInterface,&luaInterface::loadLayout>(this)},
               {"findWidget",new luaMemberFunction<luaInterface,&luaInterface::findWidget>(this)},
               {"findWidgets",new luaMemberFunction<luaInterface,&luaInterface::findWidgets>(this)},
               {"removeWidget",new luaMemberFunction<luaInterface,&luaInterface::removeWidget>(this)},
               {"showMouse",new luaMemberFunction<luaInterface,&luaInterface::showMouse>(this)},
           };
    
    
           luaTable *table=new luaTable(guiObj);
           table->push();
           Leadwerks::Interpreter::SetGlobal("myGUI");
           delete table;
       }
    

     

    This binds member functions to an lua table giving a faux object in lua

     

    Breakdown;

     

     

    new luaMemberFunction<luaInterface,&luaInterface::loadCore>(this)

     

     

    luaInterface - class name

    &luaInterface::loadCore - member function note the format, it's important

    this pointer to the actual instance you want the member function to be called on - in this case it's "this" because I wanted it to call it's own member functions but it could be any instance of the given class.

     

     

    I thougth about posting the actual functions I used above but they honestly do not make much sense so I cooked up a new one to show you the ropes;

    
       int luaInterface::findWidget(lua_State *L){
           //I used a single macro for these lines as you need to write them often, I can post if if you like
           int argc=Leadwerks::Interpreter::GetStackSize();
           if ( argc != 1 ) { 
               std::cerr << "Wrong argument count for findWidget" << std::endl;
               Leadwerks::Interpreter::PushBool(false); //Put a the bool value false on the stack to let the user know he screwed up
               return 1; //This lets lua know that we returned 1 argument
           }        
    
           std::string parameter1=    Leadwerks::Interpreter::ToString(1); //or ToBool, etc depending on what parameter you expect.
    
           Leadwerks::Interpreter::PushBool(true); /*Look at the source for Leadwerks to figure out
                           what types you can push - you can even return a 
                           complex lua table as outlined above */
           return 1; /*once again tell lua that how many parameters we returned
            if you get this wrong you get crashes or memory leaks*/
       }
    
    
       int luaInterface::hideMouse(lua_State *L){
           assertArgc(!= 0, "hideMouse") //the first 6 lines of the other function rolled into a nice discrete macro
           //We dont expect any parameters
           gui->showMouse(false); //you can call any member function of the object even setting variables for later use
           return 0;  //Nor do we return anything - tell lua the stack is empty
       }
    
    

     

     

    It may seem a little daunting at first but once you get the hang of it it's quite easy :)


  9. I did

     world->Clear();

    first but then intellesense wanted me to put &World::Clear; instead, Clearly I know that wasn't correct.

     

    It suggests that you either accidentally used uppercase for world (World) or that the variable "world" was not in scope.


  10. & (ampersand if you want to google it ;) ) has 2 functions in C++

    1. When used during declaration of a variable it means said variable is a reference - that is any change made to it is made to the original also;
    2. When used infront of an existing variable it takes the address of the object ( effectively turning it into a pointer )


  11. Yes, you can basically combine C++ and Lua in almost any way you want. That being said, you would have to find a way to efficiently extract variables from your Lua code, and so you could run into transmission speed issues (since you would effectively be taking out large amounts of Lua data each frame or so).

     

    This is a non issue - you can expose C++ methods to lua, the engine does this each frame already - not at problem ;)

     

    If you search the forums and blogs here at leadwerks.com you will find atleast 3 different methods of doing it.

     

    If your ultimate goal is to create a multiplayer game, it probably would be best to do the gameplay logic in C++ as well and leave Lua for client-side code (like quest logic, inventory management, etc.).

     

    If you mean the server code then yeah properly better to keep that in C++, but gameplay logic as such is idealy suited for a high level language such as lua


  12. Seems it *is* a normals thing

     

    as can be seen here;

     

    post-7741-0-72387300-1424645612_thumb.png

     

    The normals in blender are correct

     

    how ever recalculating them in leadwerks produces well uhm..

     

    post-7741-0-21594800-1424645856_thumb.png

    Above: plain imported, even here the shadows are well buggy

     

     

    post-7741-0-24749100-1424645914_thumb.png

    Above: After calculate normal: "Average normal", half the faces are flat shades the other half are smooth ( split at 180* )

     

     

    If I use angular treshold the entire thing becomes smooth shaded and no amount of Average normal will change that - the shadow anormaly disappeares after this.

     

    after recalculating the normals the mdl file changes size from 10.5 to 6.4 kb

     

    Sadly while this seems to work on the very very sparse geometry - it does not work on the big one, not only does it completely screw up the surface normals giving the model a half smooth half flat shaded look the shadow anomaly is still there

     

    post-7741-0-60444600-1424646700_thumb.png


  13. I've been getting a bug where the scene tab crashes entirely and will just show the last tab used instead of it's contents - the bug survives changing projects. I have how ever been reluctant to report the bug because it cannot reliably reproduce it ( out side of use leadwerks for development/model testing while frequently switching projects and maps :P )

     

    Is there any file that can I can provide that would help track down the bug, or any debug switch, etc ?

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