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Posts posted by Guppy
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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
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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
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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
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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.
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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 )
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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
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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.
- Have something open that fills up the entire screen
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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
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You are using different shaders than me, that must be it - thanks
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And you have shadows turned on in the new material? Could you show me the settings?
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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
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It would be tough to get used to meters per second but I guess we could try.
For most things out side of physics we use kilometres per hour (km/h)
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You have to turn on shadows in the material, I accidentally forgot to turn it back on before packing
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Here. Ironically I had to download the 7zip add-on to unpacknit on androids es explorer.
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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
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It's a gzipped tar.. ? Winrar and WinZip should be able to extract it just fine. It contains the MDL.
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Non animated models displays just fine btw - so the culprit may just be the shader it self
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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
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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 ) ?
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Wild stab in the dark here - maybe what makes a entity unique is the name?
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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
- Export model from blender
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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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Guys when are you going to switch to metric and celsius? Very simple, 0- water freezes, 100-water boils. Being technically inclined I like it so much
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It looks like the classical "model has been scaled in object mode" mistake - but then the file is not made in blender is it?
Shadow blinds?
in Game Artwork
Posted
Test completed - getting the exact same thing on windows ( AMD e450 APU )