Leadwerks Engine 0.2.4
Miscellaneous Forums/General Discussion/Leadwerks Engine 0.2.4
http://www.leadwerks.com/files/engine0.2.4.zip (23.9 mb)
-All compatibility issues should be fixed. If you have a problem, please post your graphics card make and model.
-Arrow keys move
-Numpad 0 jumps
-Press F for flashlight
-Press S to toggle shaders
-Press R to toggle stats
This program has already been test on an NVidia GEForce 7800 and an ATI Radeon 9550.

Yep, all seems fine. No problems at all.
Ran fine in my machine (laptop with Mobility Radeon 9700 64MB VRAM). - Except for one minor issue - I use a dual screen display with the CRT as my primary display and the laptop LCD as secondary and the game window appeared half on the CRT and half on the LCD in a window which I could not move....
I pressed 'S' though and could notice no difference in what the scene looked like. Should it change?
Looked like it was working fine on my Intel 915GM until I turned the flashlight on -- the texture blending seems to go screwy at some angles with really bright rendering popping in and out (and some way off the floor - see 2nd shot)...

Dunno whether you had any intention of supporting integrated GFX, but there you go.
OMG - it worked! And no, I don't mean it THAT way... :) I'm just amazed that it worked on my LAPTOP with crappy integrated Intel 82852/82855 GM/GME chip!
It bombed though the first time after showing ok looking stuff for 2-3 seconds... I re-run it and then it worked no matter what I did. Flashlight is bit dodgy, especially on the corners... disappearing polys and all that.
FPS was 40 at the start, then 20-40 depending how much of the scene was visible.
Worked perfectly fine. Very reminiscent of Valve's Source Engine. I like it.
It worked ok for the most part on my Geforce MX440 card. The flashlight came up as a white square and the shader key didn't do anything, presumably because of the card's limited shader support.
Looks great Josh, works brilliantly on ATI Sapphire 800XL card.
Notes for others on great subtle details which you may have missed.
All the moveable objects have shadows and physics. Have a go at bumping into the desk and the chair near where you spawn, the chair gets knocked about nicely, and the small box on top moves. Jump onto the chair then onto the desk and push the box onto the floor. Lol - silly but I love it.
The oil drums have a nice metallic reflection at the bottom, you will need to look closely.
Go to the far side of the room and go up to the top of the stairs, on one side you will see some oil drums, bash them so they fall down the stairs and watch as they roll into the dark area.
Flashlight is great to see in action. Hit F4 and see if you can find the exit using only a flashlight! Lol.
Neat stuff as always Josh - I can't wait to play with this more.
I managed to break the shaders by tabbing to IE7 and alt-f4 ing the engine. Probably need a reboot now.
IPete2.
Bill, I think I have a GEForce 440 lying around. I'll try that testing with that one, too.
IPete2 was instrumental in getting this to work on ATI cards.
Great job Josh, I can't believe this works on my onboard SIS 661 graphics card (built into my cheap laptop), but not only does it run but it runs well! The only thing is the torch beam is square and the overhead lights have a semi-transparent square dangling from them. If this is of any interest then I can upload a pic.
Of course, shaders don't work, and for some reason pressing R for statistics doesn't seem to do anything.
What do the shaders look like, I can't see any shadows apart from the static ones - the chair, desk etc don't seem to cast any shadows, nor can I see those metallic reflections you mentioned IPete2. The physics are nice though. Can you open the door at the bottom?
[edited] * * *
Sorry, I deleted my old post - Now with the last driver it works perfectly.
Works fine on my Geforce 7900GT, fps seems to flicker around 250, 333 and occasionally hits 1000.
Matty
there are shadows on most (if not all) objects. They are certainly on the chair and table, can you see a reflection in the spilled contents by the small plastic container on the floor or brightly lit windows on the far side of the room, or bright bulbs in the lights hanging down from the ceilings? You sould if sahders are working correctly.
Try the F keys for variations on a theme.
What is you GFX card please? And no you can't move out of this warehouse (in this demo afaik).
IPete2.
All good here. FPS between 100 and 250. Very nice work.
It worked ok for the most part on my Geforce MX440 card. The flashlight came up as a white square and the shader key didn't do anything, presumably because of the card's limited shader support.
The GF4MX's have no shader support at all. They're supposed to report Shader Model 0.0, but IIRC some driver versions mistakenly report 1.0 or 1.1. Probably because vertex shaders can be emulated in software, and they thought they could get away with it. Or maybe that was the GF4Go's that had that driver issue.
Either way, it's perfectly normal that you shouldn't have seen any shaders.
This version runs, but it is crawling - it is dipping down to 1FPS - very choppy and sluggish.
I am running it on a 64bit AMD 3200 - WinXP - Ati Radeon X800 XL - 1.5GB RAM
Puki,
Its about time you upgraded man - you have had that old beast for at least 3 weeks now, its no wonder it wont work on it! ;)
Seriously though... have you tried getting new drivers from the manufactutrer of the graphics card website?
Did you have anything else running at the same time? what res were you in, and how much RAM is on your 800XL?
IPete2.
With shaders it tops at 7FPS here, without it's something like 40. But hey, it's running :) (On the laptop)
Ah, I was running it at default - I didn't try turning anything off.
Exciting news!
I checked for, and installed, a Catalyst update.
Seems to be running fine and dandy now. I'm off to see if Gothic 3 runs better than ever before.
I certainly hope that "halo's" thingy isn't the only thing that just Larged itself on my computer.
ATI Radeon 9600 Pro
Athlon XP 2500+ (1.8 gHz)
It goes between 1 and 200 FPS :P
My encounter here is very glitchy, and only made more strange by how it worked once.
In terms of appearance, every frame eventually looks good. The flash light does its thing properly, and the whole thing looks excellent, as shown in your screenshots.
Physics are working, and I can push that table near the start very smoothly. (Excellent work on that; it rivals HL2's pushing, where you're often just charging at objects and bouncing off).
The problem? If I look at anything except for a corner, the frame rate slows to around 1 - 5 frames per second. In a corner, I get a pretty decent frame rate of 60, and I swear I've had 200 a few times. If I push that table into the corner with me and stare at it, the frame rate seems unharmed (still around 60).
When loading the level, I encounter an ugly graphics glitch where the last frame from the last time I ran the program is being displayed, and other times I have had just a mess of what looks like a bunch of frames. Presumably it's all been left in VRAM or some such.
With this low frame rate, I have tried navigating and on a few occasions I have successfully wound up in the middle of nowhere, with absolutely no objects surrounding me. I expect this is to do with low frame rates, collision, delta timing, etc. and probably won't matter once the frame rate goes up.
Is there anything in particular you want me to check?
Edit:
It's running fine today... Frame rate between 40 and 100 with shaders :)
Still the weird garbage showing up when it is loading, though.
I should note that the computer has not been restarted since I ran it (and it worked miserably) yesterday.
I wonder what broke it...
If you are getting extremely slow framerates, it is because your gfx card is not capable of running the shaders in hardware, and it is falling back on software shader rendering, which is absolutely useless. Either turn shaders off, or upgrade your drivers.
There doesn't seem to be any reliable way of detecting a software fallback, so I'm going to have to try some creative ways to detect it.
Testing on a GEForce 440 MX now, and I fixed the flashlight.
If you have integrated graphics, please post the contents of your log.txt file. I need to check some things in it.
Fixed the flashlight on the GEForce 440. It won't fade with distance, because there aren't enough texture units, but otherwise it works. This also outputs some more info to the log. This is a patch with only the new exe:
www.leadwerks.com/files/engine0.2.5.zip (711 kb)
If you are one of the people with integrated graphics, please test this! If you have any problem, post the contents of your log.txt file.
The new .exe says 'failed to initialize sound make sure openal is installed'. The first version worked nicely. The flashlight works, but also with the missing polies at certain angles (45 deg towards the wall?) around the stairs and the desk.
Toggeling the shaders didn't make any difference. Maybe it is not supported ?
Over all, it runs at 60 fps. At the first few seconds, it goes a bit slow, but after that it runs very nicely.
Initializing engine...
Leadwerks Engine Version 0.2.4
OpenGL version 1.4.0
OpenGL vendor: NVIDIA Corporation
OpenGL render device: GeForce FX Go53xx Series/AGP/SSE2
OpenGL extensions supported:
GL_ARB_texture_non_power_of_two: 0
GL_EXT_texture_filter_anisotropic: 1
GL_ARB_texture_compression: 1
WGL_ARB_multisample: 1
GL_EXT_secondary_color: 1
wglSwapIntervalEXT: 1
GL_ARB_multitexture: 1
Vertex buffer objects: 1
Max texture size: 4096
Max cubemap size: 4096
Max texture units: 4
Max shader texture units: 16
Max multisample: 4
Max anisotropy: 8
Max clip planes: 6
Max lights: 8
Shadows supported: 0
Shaders supported: 0
Loading Plugins...
Loading plugin "smf.dll"...
Loading plugin "stf.dll"...
Loading plugin "textureformats.dll"...
Loading plugin "vtf.dll"...
Loading materials...
Loading models...
Loading sounds...
Sorting media...
<Error>: Missing texture "dev\skybox"
Engine initialized successfully
Loading world "maps\demo_map_warehouse_only.3dw"...
Spawning object "light05"
Loading model "warehouse\light05"...
Loading 3dw "C:/Documents and Settings/bram/Bureaublad/engine/Models/warehouse/light05.3dw"...
Initializing physics...
Newton version 1.53
Physics initialized successfully.
Creating convex collision primitive...
Building compound collision shape from 1 primitives...
Spawning object "light05"
Building compound collision shape from 1 primitives...
Spawning object "wh_palette01"
Loading model "warehouse\wh_palette01"...
Building collision bounding box...
Spawning object "light05"
Building compound collision shape from 1 primitives...
Spawning object "crate"
Loading model "props_physics\crate"...
<Error>: Missing texture group "packingcrate"
<Error>: Missing texture "packingcrate\packingcrate_diff"
Building collision bounding box...
Spawning object "crate"
Building collision bounding box...
Spawning object "oildrum"
Loading model "warehouse\oildrum"...
Loading 3dw "C:/Documents and Settings/bram/Bureaublad/engine/Models/warehouse/oildrum.3dw"...
Creating cylinder collision primitive...
Building compound collision shape from 1 primitives...
Spawning object "oildrum"
Building compound collision shape from 1 primitives...
Spawning object "sunbeams"
Loading model "env\sunbeams"...
Spawning object "sunbeams"
Spawning object "sunbeams"
Spawning object "gascan1"
Loading model "warehouse\gascan1"...
Loading 3dw "C:/Documents and Settings/bram/Bureaublad/engine/Models/warehouse/gascan1.3dw"...
Creating convex collision primitive...
Creating convex collision primitive...
Building compound collision shape from 2 primitives...
Spawning object "wh_boxclosed1"
Loading model "warehouse\wh_boxclosed1"...
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_desk1"
Loading model "warehouse\wh_desk1"...
Loading 3dw "C:/Documents and Settings/bram/Bureaublad/engine/Models/warehouse/wh_desk1.3dw"...
Creating convex collision primitive...
Creating convex collision primitive...
Creating convex collision primitive...
Creating convex collision primitive...
Creating convex collision primitive...
Creating convex collision primitive...
Creating convex collision primitive...
Creating convex collision primitive...
Building compound collision shape from 8 primitives...
Spawning object "wh_chair01"
Loading model "warehouse\wh_chair01"...
Loading 3dw "C:/Documents and Settings/bram/Bureaublad/engine/Models/warehouse/wh_chair01.3dw"...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Building compound collision shape from 6 primitives...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "girder"
Loading model "warehouse\girder"...
Spawning object "girder"
Spawning object "girder"
Spawning object "girder"
Spawning object "girder"
Spawning object "girder"
Spawning object "whshelf01"
Loading model "warehouse\whshelf01"...
Loading 3dw "C:/Documents and Settings/bram/Bureaublad/engine/Models/warehouse/whshelf01.3dw"...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "supportbeam"
Loading model "warehouse\supportbeam"...
Spawning object "supportbeam"
Spawning object "supportbeam"
Spawning object "supportbeam"
Spawning object "supportbeam"
Spawning object "supportbeam"
Spawning object "supportbeam"
Spawning object "supportbeam"
Spawning object "supportbeam"
Spawning object "supportbeam"
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "railing_long"
Loading model "Industrial\railing_long"...
<Error>: Missing texture group "road_textures"
<Error>: Missing texture "road_textures\road_base2"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "railing_end"
Loading model "Industrial\railing_end"...
Spawning object "railing_stairs"
Loading model "Industrial\railing_stairs"...
Loading 3dw "C:/Documents and Settings/bram/Bureaublad/engine/Models/Industrial/railing_stairs.3dw"...
Creating convex collision primitive...
Building compound collision shape from 1 primitives...
Spawning object "railing_end"
Spawning object "railing"
Loading model "Industrial\railing"...
Building collision bounding box...
Spawning object "railing_stairs"
Building compound collision shape from 1 primitives...
Spawning object "railing_end"
Spawning object "railing_end"
Spawning object "railing_stairs"
Building compound collision shape from 1 primitives...
Spawning object "railing_end"
Spawning object "railing_stairs"
Building compound collision shape from 1 primitives...
Spawning object "railing_end"
Spawning object "railing_end"
Spawning object "railing"
Building collision bounding box...
Spawning object "railing_end"
Spawning object "railing_end"
Spawning object "railing"
Building collision bounding box...
Spawning object "railing"
Building collision bounding box...
Spawning object "railing"
Building collision bounding box...
Spawning object "railing"
Building collision bounding box...
Spawning object "railing_end"
Spawning object "fusebox"
Loading model "Industrial\fusebox"...
Spawning object "wh_railing01"
Loading model "warehouse\wh_railing01"...
Building collision bounding box...
Spawning object "wh_railing01"
Building collision bounding box...
Spawning object "gascan1"
Building compound collision shape from 2 primitives...
Loading texture "metal\metalwall01a"...
Loading texture "metal\metalwall01j"...
Loading material "dev\caulk"...
<Error>: Unknown material property "seethrough"
<Error>: Unknown material property "nohit"
Loading material "metal\metalwall01h"...
Loading texture "metal\metalwall01h_a"...
Loading material "concrete\concretefloor01d"...
Loading texture "concrete\concretefloor01d_a"...
Loading texture "metal\metalwall01g"...
Loading texture "metal\metalwall03b"...
Loading texture "warehouse\rustymetal01"...
Loading texture "metal\metal02"...
Loading texture "warehouse\wh_diamsteel1"...
Loading material "warehouse\wh_window1"...
Loading texture "warehouse\wh_window1a"...
Loading material "concrete\concretefloor01f"...
Loading texture "concrete\concretefloor01f_a"...
Loading texture "warehouse\wh_concrete2"...
Loading texture "warehouse\wh_lrgdoor1"...
Loading texture "warehouse\wh_grate1"...
Loading texture "dev\portalzone"...
Loading solid entity "portalzone"...
Loading entity "spotlight"...
Loading entity "spotlight"...
Loading entity "spotlight"...
Loading entity "corona"...
Loading entity "anchor"...
Loading entity "anchor"...
Loading entity "anchor"...
Loading entity "env_cubemap"...
Loading entity "anchor"...
Loading entity "sprite"...
Loading entity "corona"...
Loading entity "corona"...
Loading entity "sprite"...
Loading entity "sprite"...
Loading entity "ambientnoise"...
Loading entity "ambientnoise"...
Loading entity "ambientnoise"...
Loading entity "anchor"...
Loading entity "env_cubemap"...
Building entity hierarchy...
Finished loading world...
Building world...
Building BSP...
World built in 1545 msecs.
Initializing OpenAL...
<Error>: Failed to initialize sound device.
Starting main loop...
Loading material "warehouse\wh_wood01"...
Loading texture "warehouse\wh_wood01"...
Loading texture "warehouse\shelfskin02"...
Loading texture "warehouse\wh_palette01"...
Loading texture "warehouse\wh_box1"...
Loading texture "warehouse\beamskin"...
Loading material "metal\base1"...
Loading texture "metal\base1_a"...
Loading material "sfx\spotlight2"...
Loading texture "sfx\spotlight2"...
Loading texture "sfx\flare1"...
Loading material "warehouse\gascanskin1"...
Loading texture "warehouse\gascanskin1"...
Loading texture "warehouse\rustymetal1"...
Loading material "sfx\sunbeam"...
Loading texture "warehouse\yellowpaint1"...
Loading material "warehouse\innerlight1"...
Loading texture "warehouse\innerlight1"...
Loading material "props_physics\crate"...
<Error>: Unknown material property "vertshader"
<Error>: Unknown material property "fragshader"
Loading texture "props_physics\crate"...
Loading material "warehouse\oildrum_material_0"...
Loading texture "warehouse\oildrum_material_0"...
Loading texture "sfx\flashlight"...
Loading texture "sfx\lineargradient"...
Stopping engine...
Stopping physics...
End
Can't run 0.2.5, reports "Failed to initialize sound. Please make sure that OpenAL is installed.", followed by "Failed to initialize engine.". 0.2.4 runs, as detailed in my post above. If you upload a new version I'll test tomorrow and post the log file.
It runs now, but the flashlight still gave trouble, again in the same corners. I picked the worst spot and took a screenshot:
http://members.home.nl/bramdenhond/leadwerks.bmpCompared to the screenshots, I noticed a difference: in the screenshots, it seems to be day outside, but in the demo, the windows are darker, so it looks more like night.
Is the GeForce FX Go53xx Series/AGP/SSE2 older or newer than the GE Force 440 MX?
Card: Geforce4 MX 440 64Meg
System: AMD Athlon XP 1800 with 512 meg RAM
Os: Windows XP SP2
The flashlight image is working fine now. I'm not sure if this is intentional, but the flashlight image is being clipped at about 10-15 metres from the camera.
I don't see the FPS text even after pressing the R key.
The shader key doesn't appear to make any difference (possibly the low spec card).
When I started the Windows Task Manager via Control-Alt-Delete the engine display went crazy.
I successfully Alt-Tabbed out of the engine and back in again, however the mouse was still captured by the engine when alt-tabbed out and I couldn't find any way to transfer the mouse focus to the apps I switched to. The camera mouselook rotated several degrees when I switched back to the engine (a minor issue).
Not sure, but I found this in the wikipedia:
"The GeForce FX also included an improved VPE (Video Processing Engine), which was first deployed in the GeForce4 MX", so I think it might be newer.
http://en.wikipedia.org/wiki/GeForce_FX_Series
Well, I'm virtually overcome with excitement.
I found something challenging to do with this little demo.
Here is the challenge:
Get the desk from the near wall and push it all the way to the staircase end, then Large it up the stairs.
I've mananged to get it on the stairs but not got it all the way up.
My current record is getting the leading edge onto the 4th step.
The trick seems to be to flip the table upside down. I then pushed one of the gas cans to the foot of the stairs and then proceeded to try and bounce the table up the stairs.
I was most majestic and nearly fainted at my 4th step achievement.
Puki, that is a challenge. Finally:<image removed>
After installing the OpenAL got it running (previous verson worked too). Flashlight was still buggy, showed poly seams and some cases produced stray streaky looking polygons which were either black or white. Log:
Initializing engine...
Leadwerks Engine Version 0.2.5
OpenGL Version 1.3.0 - Build 4.14.10.3865
OpenGL Vendor: Intel
OpenGL Render Device: Intel 855GM
CPU Vendor: GenuineIntel
CPU Name: Intel(R) Celeron(R) M processor 1500MHz
CPU Speed: 1496 MHz
OpenGL extensions supported:
GL_ARB_multitexture
GL_ARB_point_parameters
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_dot3
GL_ARB_texture_env_crossbar
GL_ARB_transpose_matrix
GL_ARB_vertex_program
GL_ARB_window_pos
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_compiled_vertex_array
GL_EXT_cull_vertex
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_stencil_wrap
GL_EXT_texture_compression_s3tc
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_filter_anisotropic
GL_3DFX_texture_compression_FXT1
GL_IBM_texture_mirrored_repeat
GL_NV_blend_square
GL_NV_texgen_reflection
GL_SGIS_generate_mipmap
GL_WIN_swap_hint
Max texture size: 2048
Max cubemap size: 1024
Max texture units: 4
Max shader texture units: 16
Max multisample: 0
Max anisotropy: 2
Max clip planes: 6
Max lights: 16
Shadows supported: 0
Shaders supported: 0
Loading Plugins...
Loading plugin "smf.dll"...
Loading plugin "stf.dll"...
Loading plugin "textureformats.dll"...
Loading plugin "vtf.dll"...
Loading materials...
Loading models...
Loading sounds...
Sorting media...
<Error>: Missing texture "dev\skybox"
Initializing OpenAL...
EAX supported.
OpenAL initialized successfully.
Engine initialized successfully
Loading world "maps\demo_map_warehouse_only.3dw"...
Spawning object "light05"
Loading model "warehouse\light05"...
Loading 3dw "C:/MIKE/Demos_Blitz3D/leadwerks_engine/Models/warehouse/light05.3dw"...
Initializing physics...
Newton version 1.53
Physics initialized successfully.
Creating convex collision primitive...
Building compound collision shape from 1 primitives...
Spawning object "light05"
Building compound collision shape from 1 primitives...
Spawning object "wh_palette01"
Loading model "warehouse\wh_palette01"...
Building collision bounding box...
Spawning object "light05"
Building compound collision shape from 1 primitives...
Spawning object "crate"
Loading model "props_physics\crate"...
<Error>: Missing texture group "packingcrate"
<Error>: Missing texture "packingcrate\packingcrate_diff"
Building collision bounding box...
Spawning object "crate"
Building collision bounding box...
Spawning object "oildrum"
Loading model "warehouse\oildrum"...
Loading 3dw "C:/MIKE/Demos_Blitz3D/leadwerks_engine/Models/warehouse/oildrum.3dw"...
Creating cylinder collision primitive...
Building compound collision shape from 1 primitives...
Spawning object "oildrum"
Building compound collision shape from 1 primitives...
Spawning object "sunbeams"
Loading model "env\sunbeams"...
Spawning object "sunbeams"
Spawning object "sunbeams"
Spawning object "gascan1"
Loading model "warehouse\gascan1"...
Loading 3dw "C:/MIKE/Demos_Blitz3D/leadwerks_engine/Models/warehouse/gascan1.3dw"...
Creating convex collision primitive...
Creating convex collision primitive...
Building compound collision shape from 2 primitives...
Spawning object "wh_boxclosed1"
Loading model "warehouse\wh_boxclosed1"...
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_desk1"
Loading model "warehouse\wh_desk1"...
Loading 3dw "C:/MIKE/Demos_Blitz3D/leadwerks_engine/Models/warehouse/wh_desk1.3dw"...
Creating convex collision primitive...
Creating convex collision primitive...
Creating convex collision primitive...
Creating convex collision primitive...
Creating convex collision primitive...
Creating convex collision primitive...
Creating convex collision primitive...
Creating convex collision primitive...
Building compound collision shape from 8 primitives...
Spawning object "wh_chair01"
Loading model "warehouse\wh_chair01"...
Loading 3dw "C:/MIKE/Demos_Blitz3D/leadwerks_engine/Models/warehouse/wh_chair01.3dw"...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Building compound collision shape from 6 primitives...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "girder"
Loading model "warehouse\girder"...
Spawning object "girder"
Spawning object "girder"
Spawning object "girder"
Spawning object "girder"
Spawning object "girder"
Spawning object "whshelf01"
Loading model "warehouse\whshelf01"...
Loading 3dw "C:/MIKE/Demos_Blitz3D/leadwerks_engine/Models/warehouse/whshelf01.3dw"...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "supportbeam"
Loading model "warehouse\supportbeam"...
Spawning object "supportbeam"
Spawning object "supportbeam"
Spawning object "supportbeam"
Spawning object "supportbeam"
Spawning object "supportbeam"
Spawning object "supportbeam"
Spawning object "supportbeam"
Spawning object "supportbeam"
Spawning object "supportbeam"
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "railing_long"
Loading model "Industrial\railing_long"...
<Error>: Missing texture group "road_textures"
<Error>: Missing texture "road_textures\road_base2"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "railing_end"
Loading model "Industrial\railing_end"...
Spawning object "railing_stairs"
Loading model "Industrial\railing_stairs"...
Loading 3dw "C:/MIKE/Demos_Blitz3D/leadwerks_engine/Models/Industrial/railing_stairs.3dw"...
Creating convex collision primitive...
Building compound collision shape from 1 primitives...
Spawning object "railing_end"
Spawning object "railing"
Loading model "Industrial\railing"...
Building collision bounding box...
Spawning object "railing_stairs"
Building compound collision shape from 1 primitives...
Spawning object "railing_end"
Spawning object "railing_end"
Spawning object "railing_stairs"
Building compound collision shape from 1 primitives...
Spawning object "railing_end"
Spawning object "railing_stairs"
Building compound collision shape from 1 primitives...
Spawning object "railing_end"
Spawning object "railing_end"
Spawning object "railing"
Building collision bounding box...
Spawning object "railing_end"
Spawning object "railing_end"
Spawning object "railing"
Building collision bounding box...
Spawning object "railing"
Building collision bounding box...
Spawning object "railing"
Building collision bounding box...
Spawning object "railing"
Building collision bounding box...
Spawning object "railing_end"
Spawning object "fusebox"
Loading model "Industrial\fusebox"...
Spawning object "wh_railing01"
Loading model "warehouse\wh_railing01"...
Building collision bounding box...
Spawning object "wh_railing01"
Building collision bounding box...
Spawning object "gascan1"
Building compound collision shape from 2 primitives...
Loading texture "metal\metalwall01a"...
Loading texture "metal\metalwall01j"...
Loading material "dev\caulk"...
<Error>: Unknown material property "seethrough"
<Error>: Unknown material property "nohit"
Loading material "metal\metalwall01h"...
Loading texture "metal\metalwall01h_a"...
Loading material "concrete\concretefloor01d"...
Loading texture "concrete\concretefloor01d_a"...
Loading texture "metal\metalwall01g"...
Loading texture "metal\metalwall03b"...
Loading texture "warehouse\rustymetal01"...
Loading texture "metal\metal02"...
Loading texture "warehouse\wh_diamsteel1"...
Loading material "warehouse\wh_window1"...
Loading texture "warehouse\wh_window1a"...
Loading material "concrete\concretefloor01f"...
Loading texture "concrete\concretefloor01f_a"...
Loading texture "warehouse\wh_concrete2"...
Loading texture "warehouse\wh_lrgdoor1"...
Loading texture "warehouse\wh_grate1"...
Loading texture "dev\portalzone"...
Loading solid entity "portalzone"...
Loading entity "spotlight"...
Loading entity "spotlight"...
Loading entity "spotlight"...
Loading entity "corona"...
Loading entity "anchor"...
Loading entity "anchor"...
Loading entity "anchor"...
Loading entity "env_cubemap"...
Loading entity "anchor"...
Loading entity "sprite"...
Loading entity "corona"...
Loading entity "corona"...
Loading entity "sprite"...
Loading entity "sprite"...
Loading entity "ambientnoise"...
Loading entity "ambientnoise"...
Loading entity "ambientnoise"...
Loading entity "anchor"...
Loading entity "env_cubemap"...
Building entity hierarchy...
Finished loading world...
Building world...
Building BSP...
World built in 1854 msecs.
Loading material "warehouse\wh_wood01"...
Loading texture "warehouse\wh_wood01"...
Loading texture "warehouse\shelfskin02"...
Loading texture "warehouse\wh_palette01"...
Loading texture "warehouse\wh_box1"...
Loading texture "warehouse\beamskin"...
Loading material "metal\base1"...
Loading texture "metal\base1_a"...
Loading material "sfx\spotlight2"...
Loading texture "sfx\spotlight2"...
Starting main loop...
Loading texture "sfx\flare1"...
Loading material "warehouse\gascanskin1"...
Loading texture "warehouse\gascanskin1"...
Loading texture "warehouse\rustymetal1"...
Loading material "warehouse\innerlight1"...
Loading texture "warehouse\innerlight1"...
Loading material "props_physics\crate"...
<Error>: Unknown material property "vertshader"
<Error>: Unknown material property "fragshader"
Loading texture "props_physics\crate"...
Loading material "warehouse\oildrum_material_0"...
Loading texture "warehouse\oildrum_material_0"...
Loading material "sfx\sunbeam"...
Loading texture "warehouse\yellowpaint1"...
Loading texture "sfx\flashlight"...
Loading texture "sfx\lineargradient"...
Stopping engine...
Stopping physics...
End
I did it too.
I found the solution:
You need the desk vertical- ie, in an 'I' position - the 'I' being the desk standing on one of it's smaller sides and standing vertically.
You need to align the top surface of the desk with the steps - ie so it is sliding up the stairs upside down (smoothside down).
You then just basically topple it over from the vertical position onto the steps and Large it all the way.
In version 0.2.5 the torch beam now works perfectly, but the overhead lights still have a large semi-transparent square hanging from them. My log file:
Initializing engine...
Leadwerks Engine Version 0.2.5
OpenGL Version 1.4.0
OpenGL Vendor: SiS
OpenGL Render Device: 661 VGA
CPU Vendor: GenuineIntel
CPU Name: Intel(R) Celeron(R) M processor 1.50GHz
CPU Speed: 1500 MHz
OpenGL extensions supported:
GL_ARB_depth_texture
GL_ARB_multisample
GL_ARB_multitexture
GL_ARB_point_parameters
GL_ARB_shadow
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_mirrored_repeat
GL_ARB_transpose_matrix
GL_ARB_window_pos
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_compiled_vertex_array
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_polygon_offset
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_wrap
GL_EXT_swap_control
GL_EXT_texture3D
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_add
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_lod_bias
GL_EXT_texture_object
GL_EXT_vertex_array
GL_KTX_buffer_region
GL_NV_blend_square
GL_SGIS_generate_mipmap
GL_SGIS_multitexture
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SGIX_depth_texture
GL_SGIX_shadow
GL_SUN_multi_draw_arrays
GL_WIN_swap_hint
WGL_ARB_extensions_string
WGL_ARB_pbuffer
WGL_ARB_pixel_format
WGL_ARB_render_texture
WGL_EXT_extensions_string
WGL_EXT_pixel_format
WGL_EXT_swap_control
Max texture size: 2048
Max cubemap size: 2048
Max texture units: 2
Max shader texture units: 0
Max multisample: 16
Max anisotropy: 0
Max clip planes: 6
Max lights: 8
Shadows supported: 0
Shaders supported: 0
Loading Plugins...
Loading plugin "smf.dll"...
Loading plugin "stf.dll"...
Loading plugin "textureformats.dll"...
Loading plugin "vtf.dll"...
Loading materials...
Loading models...
Loading sounds...
Sorting media...
<Error>: Missing texture "dev\skybox"
Initializing OpenAL...
EAX supported.
OpenAL initialized successfully.
Engine initialized successfully
Loading world "maps\demo_map_warehouse_only.3dw"...
Spawning object "light05"
Loading model "warehouse\light05"...
Loading 3dw "C:/Documents and Settings/Dion & Becky/Desktop/engine0.2.4/Models/warehouse/light05.3dw"...
Initializing physics...
Newton version 1.53
Physics initialized successfully.
Creating convex collision primitive...
Building compound collision shape from 1 primitives...
Spawning object "light05"
Building compound collision shape from 1 primitives...
Spawning object "wh_palette01"
Loading model "warehouse\wh_palette01"...
Building collision bounding box...
Spawning object "light05"
Building compound collision shape from 1 primitives...
Spawning object "crate"
Loading model "props_physics\crate"...
<Error>: Missing texture group "packingcrate"
<Error>: Missing texture "packingcrate\packingcrate_diff"
Building collision bounding box...
Spawning object "crate"
Building collision bounding box...
Spawning object "oildrum"
Loading model "warehouse\oildrum"...
Loading 3dw "C:/Documents and Settings/Dion & Becky/Desktop/engine0.2.4/Models/warehouse/oildrum.3dw"...
Creating cylinder collision primitive...
Building compound collision shape from 1 primitives...
Spawning object "oildrum"
Building compound collision shape from 1 primitives...
Spawning object "sunbeams"
Loading model "env\sunbeams"...
Spawning object "sunbeams"
Spawning object "sunbeams"
Spawning object "gascan1"
Loading model "warehouse\gascan1"...
Loading 3dw "C:/Documents and Settings/Dion & Becky/Desktop/engine0.2.4/Models/warehouse/gascan1.3dw"...
Creating convex collision primitive...
Creating convex collision primitive...
Building compound collision shape from 2 primitives...
Spawning object "wh_boxclosed1"
Loading model "warehouse\wh_boxclosed1"...
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_desk1"
Loading model "warehouse\wh_desk1"...
Loading 3dw "C:/Documents and Settings/Dion & Becky/Desktop/engine0.2.4/Models/warehouse/wh_desk1.3dw"...
Creating convex collision primitive...
Creating convex collision primitive...
Creating convex collision primitive...
Creating convex collision primitive...
Creating convex collision primitive...
Creating convex collision primitive...
Creating convex collision primitive...
Creating convex collision primitive...
Building compound collision shape from 8 primitives...
Spawning object "wh_chair01"
Loading model "warehouse\wh_chair01"...
Loading 3dw "C:/Documents and Settings/Dion & Becky/Desktop/engine0.2.4/Models/warehouse/wh_chair01.3dw"...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Building compound collision shape from 6 primitives...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "girder"
Loading model "warehouse\girder"...
Spawning object "girder"
Spawning object "girder"
Spawning object "girder"
Spawning object "girder"
Spawning object "girder"
Spawning object "whshelf01"
Loading model "warehouse\whshelf01"...
Loading 3dw "C:/Documents and Settings/Dion & Becky/Desktop/engine0.2.4/Models/warehouse/whshelf01.3dw"...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Creating box collision primitive...
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "supportbeam"
Loading model "warehouse\supportbeam"...
Spawning object "supportbeam"
Spawning object "supportbeam"
Spawning object "supportbeam"
Spawning object "supportbeam"
Spawning object "supportbeam"
Spawning object "supportbeam"
Spawning object "supportbeam"
Spawning object "supportbeam"
Spawning object "supportbeam"
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "whshelf01"
Building compound collision shape from 10 primitives...
Spawning object "railing_long"
Loading model "Industrial\railing_long"...
<Error>: Missing texture group "road_textures"
<Error>: Missing texture "road_textures\road_base2"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "wh_boxclosed1"
Building collision bounding box...
Spawning object "railing_end"
Loading model "Industrial\railing_end"...
Spawning object "railing_stairs"
Loading model "Industrial\railing_stairs"...
Loading 3dw "C:/Documents and Settings/Dion & Becky/Desktop/engine0.2.4/Models/Industrial/railing_stairs.3dw"...
Creating convex collision primitive...
Building compound collision shape from 1 primitives...
Spawning object "railing_end"
Spawning object "railing"
Loading model "Industrial\railing"...
Building collision bounding box...
Spawning object "railing_stairs"
Building compound collision shape from 1 primitives...
Spawning object "railing_end"
Spawning object "railing_end"
Spawning object "railing_stairs"
Building compound collision shape from 1 primitives...
Spawning object "railing_end"
Spawning object "railing_stairs"
Building compound collision shape from 1 primitives...
Spawning object "railing_end"
Spawning object "railing_end"
Spawning object "railing"
Building collision bounding box...
Spawning object "railing_end"
Spawning object "railing_end"
Spawning object "railing"
Building collision bounding box...
Spawning object "railing"
Building collision bounding box...
Spawning object "railing"
Building collision bounding box...
Spawning object "railing"
Building collision bounding box...
Spawning object "railing_end"
Spawning object "fusebox"
Loading model "Industrial\fusebox"...
Spawning object "wh_railing01"
Loading model "warehouse\wh_railing01"...
Building collision bounding box...
Spawning object "wh_railing01"
Building collision bounding box...
Spawning object "gascan1"
Building compound collision shape from 2 primitives...
Loading texture "metal\metalwall01a"...
Loading texture "metal\metalwall01j"...
Loading material "dev\caulk"...
<Error>: Unknown material property "seethrough"
<Error>: Unknown material property "nohit"
Loading material "metal\metalwall01h"...
Loading texture "metal\metalwall01h_a"...
Loading material "concrete\concretefloor01d"...
Loading texture "concrete\concretefloor01d_a"...
Loading texture "metal\metalwall01g"...
Loading texture "metal\metalwall03b"...
Loading texture "warehouse\rustymetal01"...
Loading texture "metal\metal02"...
Loading texture "warehouse\wh_diamsteel1"...
Loading material "warehouse\wh_window1"...
Loading texture "warehouse\wh_window1a"...
Loading material "concrete\concretefloor01f"...
Loading texture "concrete\concretefloor01f_a"...
Loading texture "warehouse\wh_concrete2"...
Loading texture "warehouse\wh_lrgdoor1"...
Loading texture "warehouse\wh_grate1"...
Loading texture "dev\portalzone"...
Loading solid entity "portalzone"...
Loading entity "spotlight"...
Loading entity "spotlight"...
Loading entity "spotlight"...
Loading entity "corona"...
Loading entity "anchor"...
Loading entity "anchor"...
Loading entity "anchor"...
Loading entity "env_cubemap"...
Loading entity "anchor"...
Loading entity "sprite"...
Loading entity "corona"...
Loading entity "corona"...
Loading entity "sprite"...
Loading entity "sprite"...
Loading entity "ambientnoise"...
Loading entity "ambientnoise"...
Loading entity "ambientnoise"...
Loading entity "anchor"...
Loading entity "env_cubemap"...
Building entity hierarchy...
Finished loading world...
Building world...
Building BSP...
World built in 2803 msecs.
Loading material "warehouse\wh_wood01"...
Loading texture "warehouse\wh_wood01"...
Loading texture "warehouse\shelfskin02"...
Loading texture "warehouse\wh_palette01"...
Loading texture "warehouse\wh_box1"...
Loading texture "warehouse\beamskin"...
Loading material "metal\base1"...
Loading texture "metal\base1_a"...
Loading material "sfx\spotlight2"...
Loading texture "sfx\spotlight2"...
Starting main loop...
Loading texture "sfx\flare1"...
Loading texture "warehouse\rustymetal1"...
Loading material "sfx\sunbeam"...
Loading material "props_physics\crate"...
<Error>: Unknown material property "vertshader"
<Error>: Unknown material property "fragshader"
Loading texture "props_physics\crate"...
Loading material "warehouse\oildrum_material_0"...
Loading texture "warehouse\oildrum_material_0"...
Loading material "warehouse\innerlight1"...
Loading texture "warehouse\innerlight1"...
Loading texture "warehouse\yellowpaint1"...
Loading material "warehouse\gascanskin1"...
Loading texture "warehouse\gascanskin1"...
Loading texture "sfx\flashlight"...
Stopping engine...
Stopping physics...
End
Avon,
Looks like there is no shader support on the gfx card in your laptop.
When the demo starts the shaders should show:
relfections in the liquid spilled on the floor, nice bright lights hanging under each hanging light in the ceiline (i.e. not just cones of light), very bright windows at the far end wall and reflections in the barrels. Check out the top image for comparison if you haven't seen them already.
IPete2.
Inspiration only comes in short waves to me:
Looks like there is no shader support on the gfx card in your laptop.
Yeah, I know. :)
I didn't think the engine would even RUN, let alone be as good as it is. I don't expect or need Josh to fix anything that is to do with such an obviously non-gaming laptop. But if he can get it *close* to running on mine, it should run on anything!
Yeah agreed cool!
I knew you'd know ;)
It does look cool and with the extra features an engine of htis nature will have, it should be a dooozie.
IPete2.
The new challenge is opening the door.
Puki,
You'll need some scissors and some paper back plastic or a can opener.
IPete2.
.
working very nice here
nVidia 5600FX, 256MB VRAM, 2.4GHz, 1Gig RAM
Impressive engine.
No problems noticed on:
* 128MB ATI Radeon Mobility X700
* 256MB ATI Radeon X800GT
Hi I have a Radeon IGP 320M and my machine is a HP laptop.
Everything looks nice. Just a few problems though:
- The flashlight is square.
- Pressing S or R don't do anything.
- No FPS is displayed.
- I don't have a number pad so I can't jump.
same experience here as Avon's. Totally surprised it runs, and it runs great. Dell Latitude 800 laptop here. Great, Josh.
I get:
Initializing engine...
Leadwerks Engine Version 0.2.5
OpenGL Version 1.2
OpenGL Vendor: S3 Graphics
OpenGL Render Device: VIA/S3G UniChrome Pro IGP/MMX/SSE
CPU Vendor: CentaurHauls
CPU Name: VIA Esther processor 1500MHz
CPU Speed: 1496 MHz
OpenGL extensions supported:
GL_ARB_point_parameters
GL_ARB_multitexture
GL_EXT_blend_color
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_ARB_texture_env_combine
GL_EXT_texture_env_combine
GL_ARB_texture_env_dot3
GL_EXT_texture_env_dot3
GL_ARB_texture_env_add
GL_EXT_texture_env_add
GL_EXT_secondary_color
GL_EXT_texture_lod_bias
GL_ARB_texture_mirrored_repeat
GL_EXT_stencil_wrap
GL_EXT_fog_coord
GL_ARB_transpose_matrix
GL_EXT_separate_specular_color
GL_EXT_rescale_normal
GL_ARB_window_pos
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_packed_pixels
GL_EXT_paletted_texture
GL_EXT_vertex_array
GL_EXT_compiled_vertex_array
GL_WIN_swap_hint
GL_EXT_texture_compression_s3tc
GL_ARB_texture_compression
GL_S3_s3tc
GL_EXT_draw_range_elements
Max texture size: 1024
Max cubemap size: 0
Max texture units: 2
Max shader texture units: 0
Max multisample: 0
Max anisotropy: 0
Max clip planes: 6
Max lights: 8
Shadows supported: 0
Shaders supported: 0
Loading Plugins...
Loading plugin "smf.dll"...
Loading plugin "stf.dll"...
Loading plugin "textureformats.dll"...
Loading plugin "vtf.dll"...
Loading materials...
Loading models...
Loading sounds...
Sorting media...
<Error>: Missing texture "dev\skybox"
Initializing OpenAL...
EAX supported.
OpenAL initialized successfully.
Engine initialized successfully
Stopping engine...
Stopping physics...
End
on my Via C7-M 1.5Ghz laptop with S3 graphics, the window opens then immediately closes again. Didnt expect it to do much but thought I would give it a try anyways.
crashes right at the start before even one pic is actually rendered.
tell me leadwerks: where do you get all these textures?
please don't say "i have my people"! i would really like to know!
I implemented BVM 2 in a few hours...it's a
really good system.
Devil,
The textures are in 3DWS speical format and can only be used with the engine (legally and otherwise).
IPete2.
I make them, or I have LDDreams make them.
The white rusted metal on the pipes came from a dumpster in Tahoe.
I drew the chain link fence by hand. It took about 4 hours, because the tiling was so difficult to match up, especially since the texture is rotated 45 degrees to make the edges appear less aliased.