<!--quoteo(post=1746687:date=Jan 10 2010, 09:50 AM:name=Hippo)--><div class='quotetop'>QUOTE (Hippo @ Jan 10 2010, 09:50 AM) <a href="index.php?act=findpost&pid=1746687"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->for the people with problem with black textures and old ATI cards I think i have a fix for Max. Put in something in the settings menu to turn on/off Ambient Occlusion. I think this will fix the issue because its trying to use PS/VS 3.0, something the older ATI cards dont have.
related thread: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108293" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=108293</a><!--QuoteEnd--></div><!--QuoteEEnd--> That's an interesting thought. Ambient occlusion isn't used in the Editor, but I will look into whether or not the existence of that shader is causing a problem.
<!--quoteo(post=1746807:date=Jan 11 2010, 08:14 AM:name=Drown)--><div class='quotetop'>QUOTE (Drown @ Jan 11 2010, 08:14 AM) <a href="index.php?act=findpost&pid=1746807"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->anyone else getting a patch installation error? It gets as far as writing to the dll then breaks and restores the backup.<!--QuoteEnd--></div><!--QuoteEEnd--> Make sure everything is closed when the patch begins installing (Launch Pad, Viewer, etc.)
InsaneAnomalyJoin Date: 2002-05-13Member: 605Members, Super Administrators, Forum Admins, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, NS2 Playtester, Squad Five Blue, NS2 Map Tester, Subnautica Developer, Pistachionauts, Future Perfect Developer
<!--quoteo(post=1746727:date=Jan 10 2010, 11:08 PM:name=CallMessiah)--><div class='quotetop'>QUOTE (CallMessiah @ Jan 10 2010, 11:08 PM) <a href="index.php?act=findpost&pid=1746727"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Great stuff in this update. Especially the mapping guidelines PDF is really nice. Vertex welding works like a charm too.
Did anyone happen to find the mentioned Photoshop files (ns2_tram_sample.psd and archetype_template.psd), though?<!--QuoteEnd--></div><!--QuoteEEnd-->
Sorry about this, they were left out. They'll be included in the next editor update.
Thanks very much for the Radeon "everything black" update. I had been checking the report thread once in a while for posts on that topic, but now I can just rest assured it's a known issue. Better yet, it's an issue that's being worked on. Sounds good to me.
When working with the stairs models i wanted to shine a light through the bottom to project on the ceiling, but the model only lets light shine through at one certain point:
<!--quoteo(post=1746901:date=Jan 11 2010, 11:34 PM:name=Hippo)--><div class='quotetop'>QUOTE (Hippo @ Jan 11 2010, 11:34 PM) <a href="index.php?act=findpost&pid=1746901"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->When working with the stairs models i wanted to shine a light through the bottom to project on the ceiling, but the model only lets light shine through at one certain point:
any farther up or down with the block results in no shadow, maybe the modeler can look into this, or it could be a bug with shadows?
The models in question are basically all the stairs models, specifically refinery_catwalks_[yada]
thx<!--QuoteEnd--></div><!--QuoteEEnd-->
Darn you! I had that idea too! Here's mine made with one brush per step:
I had the yellowing and lines because I have a GeForce 7 series card, but all that was fixed last Friday. Now the only problem is when in Texture Lit Mode the program (or myself) is lagging horribly. Just to right click in order to look around has a couple seconds of delay and browsing around the map is next to impossible. I don't know if its a bug or if its just lack of card performance or support.
My system specs...
Windows 7 Pro Intel T2400 1.83GHz Dual Core 2 Gig ram DirectX 11 GeForce 7900 Go GS
i have a question for max. Recently the weld vertice function was added into the editor. I find this an awesome edition as do many other people but I'm wondering how intelligent this function currently is. Let's say we have 3 lines with the same length each with the same amount of space in between them. Let's say i want to weld the three vertices on the left side together to form one vertice, and i wanted to do the same on the right side to form a single vertice. This would leave me with a single vertice on the left and right with a single line between them. My question is, would the engine still render 3 lines even thought they are supposed to represent the same line? E.g will the engine remove 2 out of 3 unnecessary lines or will it render all 3? If it still renders all 3, will this impact performance in a slight way, and if so, are you guys planning on improving upon this functionality?
I realize a couple of stray extra lines won't decrease performance by a large number of fps, but a big numbers of these throughout a level could have an impact, so that's the reason i am asking this question.
Currently it doesn't merge the edges but it will eventually if I have my way, if for no other reason that it's annoying when mapping (I'm kinda OCD about stuff like that).
I often say vertexes or vertice. Like Lego and Legos I suppose. :P
<!--quoteo(post=1747224:date=Jan 14 2010, 02:12 AM:name=Popenator)--><div class='quotetop'>QUOTE (Popenator @ Jan 14 2010, 02:12 AM) <a href="index.php?act=findpost&pid=1747224"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The engine uses 'hardware assisted' occlusion culling, so extraneous lines won't build up in a single scene (hopefully 0_o).
The singular form of vertices is 'vertex'.
The engine doesn't render lines, as lines have no width or height.
The most I could see happening from what you described is some strange z-fighting if the engine doesn't toss out geometry that is non-existent.<!--QuoteEnd--></div><!--QuoteEEnd-->
that clears some things up for me, thank you. As you may have guessed english is not my first language so i had a little trouble describing what i really meant but your answers are clear enough.
<!--quoteo(post=1747227:date=Jan 14 2010, 02:54 AM:name=BreadMan)--><div class='quotetop'>QUOTE (BreadMan @ Jan 14 2010, 02:54 AM) <a href="index.php?act=findpost&pid=1747227"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Currently it doesn't merge the edges but it will eventually if I have my way, if for no other reason that it's annoying when mapping (I'm kinda OCD about stuff like that).
I often say vertexes or vertice. Like Lego and Legos I suppose. :P<!--QuoteEnd--></div><!--QuoteEEnd-->
Posting this had that as an ulterior motive for me aswell :P I'm kind of perfectionist about those kind of things.
LEGO® is a brand that has decided to coin 'LEGO® bricks' as the plural form of 'LEGO® brick'. (The recent fuss about using the term 'legos' might have a lot to do with the case of Microsoft vs Lindows, an interesting predicament that LEGO may have been trying to avoid.)
Vertice is just plain wrong.
If you would like to, we could define 'vertice' right now, but I would suggest that it be a unique type of vertex, giving reason to it's likeness to the word 'vertices'.
Comments
Did anyone happen to find the mentioned Photoshop files (ns2_tram_sample.psd and archetype_template.psd), though?
They're not there.
related thread: <a href="http://www.unknownworlds.com/ns2/forums/index.php?showtopic=108293" target="_blank">http://www.unknownworlds.com/ns2/forums/in...howtopic=108293</a><!--QuoteEnd--></div><!--QuoteEEnd-->
That's an interesting thought. Ambient occlusion isn't used in the Editor, but I will look into whether or not the existence of that shader is causing a problem.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Extracting /Engine.dll...
Couldn't write to C:\NS2/Engine.dll, installation aborted
Error applying patch file "C:\Users\Drown\AppData\Local\Temp\update_0000689e\patch0.patch"
Backup restored<!--QuoteEnd--></div><!--QuoteEEnd-->
Make sure everything is closed when the patch begins installing (Launch Pad, Viewer, etc.)
Did anyone happen to find the mentioned Photoshop files (ns2_tram_sample.psd and archetype_template.psd), though?<!--QuoteEnd--></div><!--QuoteEEnd-->
Sorry about this, they were left out. They'll be included in the next editor update.
<img src="http://img.techpowerup.org/100112/stairs.jpg" border="0" class="linked-image" />
any farther up or down with the block results in no shadow, maybe the modeler can look into this, or it could be a bug with shadows?
The models in question are basically all the stairs models, specifically refinery_catwalks_[yada]
thx
any farther up or down with the block results in no shadow, maybe the modeler can look into this, or it could be a bug with shadows?
The models in question are basically all the stairs models, specifically refinery_catwalks_[yada]
thx<!--QuoteEnd--></div><!--QuoteEEnd-->
Darn you! I had that idea too! Here's mine made with one brush per step:
<img src="http://img.techpowerup.org/100112/stairsfront.jpg" border="0" class="linked-image" />
ps- thanks for the image hosting site :)
My system specs...
Windows 7 Pro
Intel T2400 1.83GHz Dual Core
2 Gig ram
DirectX 11
GeForce 7900 Go GS
Hint: Use layers to hide geometry/models you aren't working on
also: set environment lights to not cast shadows, this drastically effects performance.
Creating directory /ns2/models/temp/hud/...
Error applying patch file "C:\Users\User\AppData\Local\Temp\update_00003cff\patch0.patch"
Backup restored
And I do have everything closed. I'm running the editor from programs. Any ideas?
I realize a couple of stray extra lines won't decrease performance by a large number of fps, but a big numbers of these throughout a level could have an impact, so that's the reason i am asking this question.
The singular form of vertices is 'vertex'.
The engine doesn't render lines, as lines have no width or height.
The most I could see happening from what you described is some strange z-fighting if the engine doesn't toss out geometry that is non-existent.
I often say vertexes or vertice. Like Lego and Legos I suppose. :P
The singular form of vertices is 'vertex'.
The engine doesn't render lines, as lines have no width or height.
The most I could see happening from what you described is some strange z-fighting if the engine doesn't toss out geometry that is non-existent.<!--QuoteEnd--></div><!--QuoteEEnd-->
that clears some things up for me, thank you. As you may have guessed english is not my first language so i had a little trouble describing what i really meant but your answers are clear enough.
<!--quoteo(post=1747227:date=Jan 14 2010, 02:54 AM:name=BreadMan)--><div class='quotetop'>QUOTE (BreadMan @ Jan 14 2010, 02:54 AM) <a href="index.php?act=findpost&pid=1747227"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Currently it doesn't merge the edges but it will eventually if I have my way, if for no other reason that it's annoying when mapping (I'm kinda OCD about stuff like that).
I often say vertexes or vertice. Like Lego and Legos I suppose. :P<!--QuoteEnd--></div><!--QuoteEEnd-->
Posting this had that as an ulterior motive for me aswell :P I'm kind of perfectionist about those kind of things.
It often screws with existing geometry, as well as newly created geometry, making working with the spark editor a lot more tedious than it should be.
Actually, you can say vertice and vertices as well as vertex and vertexes.
LEGO® is a brand that has decided to coin 'LEGO® bricks' as the plural form of 'LEGO® brick'.
(The recent fuss about using the term 'legos' might have a lot to do with the case of Microsoft vs Lindows, an interesting predicament that LEGO may have been trying to avoid.)
Vertice is just plain wrong.
If you would like to, we could define 'vertice' right now, but I would suggest that it be a unique type of vertex, giving reason to it's likeness to the word 'vertices'.