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Guppy

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Posts posted by Guppy

  1. 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;

     

    post-7741-0-39265700-1424638583_thumb.png

     

     

    I then decided to remove the uncertainty of the used material and used the default blue developer material

     

    post-7741-0-89235700-1424638630_thumb.png

     

    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

  2. You are right it is a problem.

    In the picture i used static shader for the mode instead of animated one.

    If i choose animated diffuse/normal/specular (or simply Diffuse animated) ,the model disappears.

     

    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

  3. 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

  4. Steps to reproduce;

    1. Have something open that fills up the entire screen
    2. Hold CTRL+ALT and press "right key" ( to navigate to the workspace on the rigth )
    3. Click the handy leadwerks icon
    4. Hold CTRL+ALT+SHIFT and press "left key" ( to navigate back to the workspace on the left, bringing the active window with you )
    5. 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.

  5. 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

  6. Can you upload your model ?

     

    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

  7. 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

     

    post-7741-0-45855100-1424433637_thumb.png

     

    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 ) ?

  8. What do you mean by this? Do you mean just the same version or are you talking about exposing this stuff in an LE C++ project? Because you don't have to include your stuff inside the LE C++ project. You can make your entirely separate DLL that has nothing to do with LE at all. As long as you are using the same Lua version as LE (which you can just download from the lua website. don't know about using nuget with C++ for lua. I just downloaded the lua source and put it into my C++ DLL project.) you can load your separate DLL in from a Lua file in an LE project. I've done this before when I made a joystick DLL for someone and exposing networking via RakNet for myself.

     

    *shrug* I could only ever make it work by linking to the specific files included inside the leadworks dir

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