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Guppy

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Everything posted by Guppy

  1. Guppy

    Shadow blinds?

    Seems it *is* a normals thing as can be seen here; The normals in blender are correct how ever recalculating them in leadwerks produces well uhm.. Above: plain imported, even here the shadows are well buggy 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
  2. 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 ) Is there any file that can I can provide that would help track down the bug, or any debug switch, etc ?
  3. If I were to hazard a guess I would say that the pixbuf gets freed and but the program keeps on using it.
  4. Guppy

    Shadow blinds?

    Test completed - getting the exact same thing on windows ( AMD e450 APU )
  5. Guppy

    Shadow blinds?

    There are no extra vertices, all the normals are poiting outside ( the black triangle is another shadow artifact ) I decided to try and narrow the problem down - and slim my file down at the same time; my "robot" is now reduced to just the upper body = 64 faces ( 32 quads in a circle and a top triangle fan = 96 tris ) And I still get it those shadow artifacts; I then decided to remove the uncertainty of the used material and used the default blue developer material Attached is the both the mdl and blender file - I used blender 2.71 exported with blender exporter commit b75d03f1027b89e5adcffd0d9a41d283a5d03794 ( 20 Feb 2015 ) I'll update my blender version once I find a working PPA ( irie stopped updating last year ) but I kinda doubt that has any effect I'll install steam on the windows test comp and try there to see if i get the same results forum-thingy.zip
  6. Guppy

    Shadow blinds?

    That the self shadows have blinds in them that look like z fighting. If you are not seeming this it may be a Linux/ATI issue
  7. So in other words in order to have different textures, I need separate models or placing it in code? One would imagine altering textures for different weathering effects was a common use case - and doing it in code means the level artist has no control over it
  8. Guppy

    Shadow blinds?

    Figured out why your material didn't show the shadow artifact - your using shadow+animated shader which completely removes shadows from non animated objects. I've attached a new version for perusal - it's the same as above but sans the confusion of file formats and shaders, if anyone care to try and help me fix it. Spider turret.zip
  9. It the same thing using the non drag and drop method - this has got to be a bug, if it's not then I respectfully request a way to get around this. ( it's pure models not a prefab )
  10. When using the filebrowser ( like picking a shader or texture for material ) the file browser starts in the directory above the one you'd expect, for material you expect the directory where the material resides - it starts in the one above this. for shaders it starts not in /shader but in the directory above the project directory. ps. When I say above I mean before in the path , eg; /a/b/c b is above c and a above both
  11. Steps to reproduce; Have something open that fills up the entire screen Hold CTRL+ALT and press "right key" ( to navigate to the workspace on the rigth ) Click the handy leadwerks icon Hold CTRL+ALT+SHIFT and press "left key" ( to navigate back to the workspace on the left, bringing the active window with you ) Now create a new material At this point it appears that the editor has locked up because it does not respond to inputs - because there is a modal input on a different workspace. TLDR; Please make sure to spawn new windows in the same work space as the main/active window.
  12. Try filling a large kanvas with the texture in Photoshop and then scale it down -you will see a similar effect depending on scaling used
  13. Ms ergonomic keyboard (4000/something or other) + razor something with way to many buttons.. But I got tired or replacing the Logitech MX ever 3 months. I just cannot use a n ergonomic/ split keyboard any more - hell I usually bring my own keyboard when doing consulting work
  14. Guppy

    Shadow blinds?

    You are using different shaders than me, that must be it - thanks
  15. Guppy

    Shadow blinds?

    And you have shadows turned on in the new material? Could you show me the settings?
  16. Guppy

    Shadow blinds?

    The double folder was an artifact of the android unpacking. The texture is just plain white to test - it's not finished yet, I wanted to test the normal map to make sure it looked proper in game. The other texture is an AO bake
  17. For most things out side of physics we use kilometres per hour (km/h)
  18. Guppy

    Shadow blinds?

    You have to turn on shadows in the material, I accidentally forgot to turn it back on before packing
  19. Guppy

    Shadow blinds?

    Here. Ironically I had to download the 7zip add-on to unpacknit on androids es explorer.
  20. Guppy

    Shadow blinds?

    Tar is a container file(Tape ARchive) I'm not near my computer for the next few hours I'll attempt to repack it on my phone
  21. Guppy

    Shadow blinds?

    It's a gzipped tar.. ? Winrar and WinZip should be able to extract it just fine. It contains the MDL.
  22. Non animated models displays just fine btw - so the culprit may just be the shader it self
  23. Guppy

    Shadow blinds?

    The blend file would be a problem as it's ~70mb currently, the .mdl and textures are attached I've turned off shadows in the material and the blinds disappeared so it's not z-figthing
  24. Guppy

    Shadow blinds?

    At first I thougth it was z figthing but after confirming in blender that I have no overlapping faces ( I've a couple that intersects but not at any of the problem areas ) I attached the default light to the player on a hunch and sure enough - it's the shadows. Since it looks very much like sheite I'd like to know if I can somehow fix it You'd normally not get that close to the mesh but it's very noticeable from a distance as you get very brigth blinds in the shadow areas as you viewing angle changes ps. why does the forum sensor "c.r.a.p" ( sans punctuation ) ?
  25. Wild stab in the dark here - maybe what makes a entity unique is the name?
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