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koros

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  1. Here's a link to /levels /terrains and the console log https://www.dropbox.com/s/i4fxxvw1gi5ziid/3.8RC-ISSUE.zip?dl=0 Tried it on the other box in the house, same AMD GPU though, same issues. Like I said if I am the only one seeing it then it's really not an issue. This isn't a production project. Cheers
  2. The empty terrain level with the stock textures, I'll gladly upload them if you want but they're just whats in the download. I must have some edge case combo of card/driver/opengl or settings that is really, really unique. Appreciate you going to all this trouble. It's not much of a problem if there is only one case I'll try to futz around with it tomorrow, force a driver clean/update etc. Hopefully you saw the fog issue, if not then maybe I need to put down the pipe :lol:
  3. I honestly tried every combo of settings and formats for the textures I could think of including using alpha decals. It could very well be that it's a single card/driver combo and in the proud tradition of broken clocks and blind squirrels I stumbled across the solution for my card. If no one else can repro then it's not really an issue :D I'll revisit this when I get an Nvidia card. Sorry for the wild goose chase. :oops:
  4. I might have to go buy an Nvidia card so I can sleep at night :D
  5. Yep! Thx :) Just so I don't think I'm nuts here are you able to reproduce this?
  6. Thanks for the report! I'll make sure to follow up on all this. Good to hear it feels more stable so far! Just to be sure, you're using the lastest graphics drivers? I hadn't run into the terrain seams issue, but I only checked on nVidia so far. I'll see about testing it on an AMD card tonight. Did this just now as of 2:54 pm EST :D http://i1260.photobucket.com/albums/ii567/aurobooth/driver_zps59xni2sl.png
  7. Mucked with asst. stuff in generated pixel shaders where the terrain detail blending was being done. Playing with tex coords etc. Some of the files 14333febc477acdf_P.glsl blendP.glsl terrain.glsl Doing stuff like this to visualize the lines if( (detailBlend0 < 1.0) && (detailBlend1 < 1.0) ) {...} or this //auro uv values range: 64 to 128 //if( ( (uv.x <65.0) || (uv.y <65.0) ) || ( (uv.x >127.0) || (uv.y >127.0) ) ) // square perimeter //{ //discard; //} I was just getting started with Torque and has been years since I touched a shader. :oops:
  8. I'd love to be able to claim I derived it but then I had no idea how Torque textured the terrain. Spent some time playing with shader gen locked down and just squeezing various values into ranges in the shaders, coloring sections, using discard until I made some sense of it. Noticed that number along the way. Looking for my notes, been a while. Stop laughing! :D
  9. Builds out of the box Seems much more stable, perhaps even loading/startup a bit faster. Torque3D 3.8 RC link from Wiki 9.10.2015 https://github.com/GarageGames/Torque3D/archive/v3.8-rc.zip OpenGL Still observing this issue https://github.com/GarageGames/Torque3D/issues/1318 Fog issue Confirmed fog working as I expect on 3.7 in OpenGL 3.8 RC shows this https://www.dropbox.com/s/6y5wszyobww4etn/fogissue-3.png?dl=0 Played with various density offsets neg/pos, height etc. OpenGL and D3D9 Picking of nits Forrest editor error on first creation of forest if no selection of "ExampleElement" 1)Fresh level -> select Forrest editor 2) Place, choose add a forrest to mission 3) Don't select the dropdown 4) Click to place = error box https://www.dropbox.com/s/tr3eoixird3aw8f/forrestEditor-Error-box.png?dl=0 Console.log https://www.dropbox.com/s/yoys0yf2l7lsr0z/console.log?dl=0 System Visual Studio 2013 Community edition update 4 Microsoft Windows 8.1 Installed Physical Memory (RAM) 8.00 GB Graphics Chipset AMD Radeon HD 7700 Series Memory Size 1024 MB
  10. Yeah, just included it for the heck of it. B2M B2M gives you the color keys and you can get it close using those. The shiny spot on the arm is an example of not close. :) Just running the existing art through B2M isn't going to yield anything satisfying or useful for most of the existing atlases. https://www.dropbox.com/s/ovx5fk88eajhq0n/roughmetalB2MSliders.png?dl=0 Substance Painter Picked up Substance Painter and pulled in a Torque player model I had. You can paint color, height, rough, metal etc. directly on the model or the UV shell. You can just export those textures, you can use your existing maps, you can bake a high rez normal map... It's nice. You can do it all from here. Nice with existing substances though since you have all those convenient sliders :) Still bunches of work. http://i1260.photobucket.com/albums/ii567/aurobooth/TorqueCharPainter_zpsqwxf0ocq.png If we have a real artist in the house this is what I'd recommend when we get around to authoring new Torque assets. I'll try to make something useful for debugging once I get used to Painter. Cheers
  11. Some of the char/weapon textures I ran through Bitmap2Material. The fp and tp character atlases and the ryder. Only one color key with a range each for rough and metallic in B2M so these aren't perfect. Just placeholder / testing stuff. Edit The dds atlases were saved from photoshop with mips since B2M wasn't behaving for me when saving dds. https://www.dropbox.com/s/db1tjwnbzf3wamz/PBRcharacter.zip?dl=0
  12. Character Mats Dropped the "PBR" character material on our pretty cubes just to illustrate the difference with/without DefaultCubeDesc Base color is washed out without the dynamic cubemap in there. Logo Cubes: right has DefaultCubeDesc http://i1260.photobucket.com/albums/ii567/aurobooth/Right-has_DefaultCubeDesc__zpsmafsaula.png Character Material: right has DefaultCubeDesc http://i1260.photobucket.com/albums/ii567/aurobooth/Right-has_DefaultCubeDesc_2_zps8nxh7jsc.png Character Pic from earlier post http://i1260.photobucket.com/albums/ii567/aurobooth/roughmetal_zps345aitnn.png Just putting all this stuff up for reference, I know there are other fish to fry. :D
  13. er... elaborate? got http://i.imgur.com/JhkiJ1W.png + http://i.imgur.com/nM1FLFY.jpg with http://i.imgur.com/XQ0ne6Q.png this end... (Ignore the craptastic terrain normals up close. That's due to bad personal generation tools.) What we did do, to re-itterate is make a second material switch to throw mats in one of two bins (the cast dynamic flag in the second pic) and update em at different rates (tweakable per-light so you can up the static shadow updates for mobile lights by reducing the latency and the like. see static and dynamic refresh entries in the first pic). maybe something playing up with one of the combos there, or something we need to account for in terms of hardware capacities? ...or I'm just not paying attention ;) I'll check point / spot lights out again and put up some pics if my feeble brain can't figure it out. I am stuck with 2 AMD GPUs so can't test on Nvidia. Tried with OpenGL and DirectX.
  14. @JeffR Designer Workflow Sounds good to me. A consistent workflow without manual channel manipulation and a tutorial for noobs (like me :D) would be great. @Azaezel TODO Still have to sort out the player materials. Not quite right. Maybe my maps or something in the shaders / code. No Shadows for Point + Spot Lights In lighting\advanced\gl\pointLightP.glsl it always seems to come in at #ifdef NO_SHADOW whether shadows are checked or not in the editor. The rough/metal and Cook Torrence look ok , just no shadows. Was assuming you had them turned off for now. Not pretending to be up to speed on the PBR branch but I'm working on it. ;)
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