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Guppy

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Everything posted by Guppy

  1. 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
  2. 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
  3. 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
  4. 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 )
  5. 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
  6. 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.
  7. 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
  8. 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
  9. You are using different shaders than me, that must be it - thanks
  10. And you have shadows turned on in the new material? Could you show me the settings?
  11. 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
  12. You have to turn on shadows in the material, I accidentally forgot to turn it back on before packing
  13. Here. Ironically I had to download the 7zip add-on to unpacknit on androids es explorer.
  14. 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
  15. It's a gzipped tar.. ? Winrar and WinZip should be able to extract it just fine. It contains the MDL.
  16. Non animated models displays just fine btw - so the culprit may just be the shader it self
  17. 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
  18. 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 ) ?
  19. Wild stab in the dark here - maybe what makes a entity unique is the name?
  20. As per subject. Steps to reproduce; Export model from blender Set up material Place model in scene to inspect Re-export the model observe that the placed model is now invisible with and has no material (but will still be rendered in when you run the game) Re adding the material to the placed model does noting, only deleting and replacing seems to work
  21. *shrug* I could only ever make it work by linking to the specific files included inside the leadworks dir
  22. It looks like the classical "model has been scaled in object mode" mistake - but then the file is not made in blender is it?
  23. There was source code for a theora (ogg vorbis) decoder floating around the forum a while back edit: found it; http://www.leadwerks.com/werkspace/topic/10460-letheora-by-niosop/page__hl__theora
  24. Should the aim not be to use the stable driver? For Ubuntu in particular installing beta drivers is an excellent way to make sure your system breaks on the next desktop update
  25. Not sure why one would fault GTK for being asynchronous - aren't all modern GUI API's multithreaded/event driven these days? Also setting a input and then immediately reading it is not a use case that would ever happen, and goes against the intended use because you'd spend a lot of time in idle wait polling a input box instead of simply subscribing to the event ( changed signal in gtk speak ). The simple truth is that any unfamiliar API is going to seem idiotic until you become familiar enough with it to use if comfortable - for instance I still curse every time I come across the Leadwerks input API. My solution here has been to do a hacky api wrapper to make it behave event style - this predictably is horribly unstable because I'm using it in an unintended way.
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