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armory's Introduction

Armory - 3D Game Engine

Armory is an open-source 3D game engine focused on portability, minimal footprint and performance. The renderer is fully scriptable with deferred and forward paths supported out of the box.

Armory as a Blender add-on provides a full Blender integration, turning it into a complete game development tool and a unified workflow from start to finish.

armory's People

Contributors

anadin avatar blackgoku36 avatar devination avatar donalffons avatar e1e5en-gd avatar e2002e avatar elevons avatar guzzard avatar knowledgenude avatar luboslenco avatar lvutner avatar maitag avatar moritzbrueckner avatar n8n5h avatar naxela avatar niacdoial avatar onek8 avatar onelsonic avatar philipmduarte avatar quantumcoderqc avatar rpaladin avatar sandy10000 avatar sanva avatar simonrazer avatar t3du avatar thinkinmonkey avatar tong avatar yboettcher avatar zeeshan595 avatar zicklag avatar

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armory's Issues

Materials, metallic = black

Trying to figure out how to create proper maps which work as expected in Armory. However metallic map causes the metallic parts of object to turn black. This is using a generic metalness/roughness flow in Quixel 2.0. Perhaps I'm using the wrong workflow when creating the textures, what is the correct workflow to use?

3DO/Toolbag2 renderer in Quixel
3do_toolbag2

Armory with the metallic map enabled
amory3d_with_metallic

Armory without the metallic map enabled
amory3d_without_metallic

Material in Blender
blender_material_setup

Metallic map
metallic_map_1024

System info
Tested in Arch Linux with p02 build as add-on, and with p02 build in Windows 8.1.

BPR and Cycles Transparency not working!

Whenever I try to add transparency either with the BPR or with the cycles node, the mesh just dissapear! I've tried several ways and checking the type of viewport transparency and no success. I can only render solid objects without transparency. (Using Windows 10)

Payment gateway that is not PayPal

I'm hugely interested by Armory. Blender + Kha in a unified interface, it's like a dream come true. I'm ready to buy it right now. I don't care what's unfinished, I want to support the project.

However, I live in Lebanon, and Paypal blacklist Lebanon, without any disclosed reason. Years of petitions and messages on forums by thousands, asking why, have gone utterly unacknowledged (left with absolutely no answer, in a baffling display of rudeness on the part of PayPal), so there's no reason to believe this situation will change anytime soon.

I implore you to implement another payment gateway besides, or parallel to Paypal. I must emphasize that absolutely any other gateway works. PayPal is the only one that does this. I also should point out that Lebanon is not the only country that is blacklisted, though an exact list is unavailable (since PayPal is completely silent on the matter).

I hope this is possible!

animation_instanced example project model/rendering issues

animation_instanced

Tested in Windows as well to rule out Linux specific issues. Perhaps some recent change in Armory has broken the sample project? animation example project which uses the same model does not have this issue.

INFO Linux
Arch Linux 4.8.6-1-ARCH #1 SMP PREEMPT Mon Oct 31 18:51:30 CET 2016 x86_64 GNU/Linux

Armory_p01_linux64 - PLUGIN ONLY, not the custom blender build

Blender 2.78 (sub 0)
build date: 2016-10-27
build time: 06:09:01
build commit date: 2016-10-24
build commit time: 12:20
build hash: e8299c8
build platform: Linux
build type: Release

Python 3.5.2 (default, Jun 28 2016, 08:46:01)
[GCC 6.1.1 20160602]

OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce GTX 780/PCIe/SSE2
OpenGL core profile version string: 4.5.0 NVIDIA 375.10
OpenGL core profile shading language version string: 4.50 NVIDIA

INFO Windows
Windows 8.1

Armory_p01_win32 - with bundled Blender, Python etc.

Renderer: Intel(R) HD Graphics 3000
Vendor: Intel
OpenGL Version: 3.1.0 - Build 9.17.10.4229
Shading language version: 1.40 - Intel Build 9.17.10.4229

Smart Fox Server 2X Community Edition support

Hey @luboslenco -

This is a feature request for a more advanced server architecture for more intensive Armory3D games. We are looking at Smart Fox Server 2X Community Edition. Which has a HAXE integration currently for the client. It is worth noting that you would not be able to use the community edition commercially. So It would probably be best to just make some bindings for Smart Fox Server X2.

In short - This would be an nice extra feature when Armory3D reaches a more mature state.

Linked objects do not showup in Armory

When using Linked objects the armory engine does not render them. Appended objects do work. This will be a huge deal for game creation. This is on a windows machine.

White screen and error when press Play in Viewport button

Everytime I use the Play in Viewport button or choose Armory in the editor menu I get a blank white screen and errors like the below show up in terminal

[1105/174645:ERROR:child_process_launcher.cc(528)] Failed to launch child process
[1105/174946:ERROR:child_process_launcher.cc(528)] Failed to launch child process
[1105/175015:ERROR:child_process_launcher.cc(528)] Failed to launch child process
[1105/175049:ERROR:child_process_launcher.cc(528)] Failed to launch child process
[1105/175112:ERROR:child_process_launcher.cc(528)] Failed to launch child process
[1105/175114:ERROR:child_process_launcher.cc(528)] Failed to launch child process
...
these errors are from different attempts and files, usually it's just 1 error
attached my system-info

system-info.txt

No lamp = black screen

You always need a lamp (even if it has strength of 0) to see something.

  • If you play (Electron) without a lamp in an active layer, only using a sky texture (world) to light scene, you get a black screen
  • if you play (Electron) with a 0 strength lamp in an active layer, only using a sky texture (world) to light scene, everything goes ok

INFO
Armory3D:
Armory_p01_linux64

Blender:
version: 2.78 (sub 0), branch: master (modified), commit date: 2016-10-31 20:56, hash: 519259a, type: Release
build date: 2016-11-02, 19:55:35
platform: Linux

Python:
version: 3.5.2 (default, Sep 10 2016, 08:21:44)
[GCC 5.4.0 20160609]

OpenGL:
renderer: 'GeForce GTX 660/PCIe/SSE2'
vendor: 'NVIDIA Corporation'
version: '4.5.0 NVIDIA 367.57'

Armory Traits - Kode Studio launches with previous session file/folder instead of script you want to edit

Following tutorial "Scene 1", clicking on "Edit Script" I assume it should launch Kode Editor with the correct folder and file selected, so you can just start editing, but instead it launches the previous session (empty if never started before). You have to manually open the correct folder and file to start editing.

INFO
Arch Linux 4.8.6-1-ARCH #1 SMP PREEMPT Mon Oct 31 18:51:30 CET 2016 x86_64 GNU/Linux

Armory_p01_linux64 - PLUGIN ONLY, not the custom blender build

Blender 2.78 (sub 0)
build date: 2016-10-27
build time: 06:09:01
build commit date: 2016-10-24
build commit time: 12:20
build hash: e8299c8
build platform: Linux
build type: Release

Python 3.5.2 (default, Jun 28 2016, 08:46:01)
[GCC 6.1.1 20160602]

OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce GTX 780/PCIe/SSE2
OpenGL core profile version string: 4.5.0 NVIDIA 375.10
OpenGL core profile shading language version string: 4.50 NVIDIA

Key Missing

I opened up a scene I made under Cycles, and tried playing it in the viewport with Armory. I get the following error:

Traceback (most recent call last):
  File "C:\Users\Robert\Downloads\Armory_p01_win32\Armory\armsdk\/armory/blender\props_ui.py", line 521, in execute
    make.play_project(self, True)
  File "C:\Users\Robert\Downloads\Armory_p01_win32\Armory\armsdk\/armory/blender\make.py", line 306, in play_project
    build_project(is_play=True, in_viewport=in_viewport)
  File "C:\Users\Robert\Downloads\Armory_p01_win32\Armory\armsdk\/armory/blender\make.py", line 199, in build_project
    wrd = bpy.data.worlds['Arm']
KeyError: 'bpy_prop_collection[key]: key "Arm" not found'

location: <unknown location>:-1

Examples files not working except scene1

All the Armory Example files, at the exception ok scene1 gives me the following error when I try to run them.

Traceback (most recent call last):
File "E:\Armory\Armory_p02_win32\Armory\armsdk/armory/blender\props_ui.py", line 543, in execute
make.play_project(self, True)
File "E:\Armory\Armory_p02_win32\Armory\armsdk/armory/blender\make.py", line 307, in play_project
build_project(is_play=True, in_viewport=in_viewport)
File "E:\Armory\Armory_p02_win32\Armory\armsdk/armory/blender\make.py", line 253, in build_project
export_data(fp, sdk_path, is_play=is_play, is_publish=is_publish, in_viewport=in_viewport)
File "E:\Armory\Armory_p02_win32\Armory\armsdk/armory/blender\make.py", line 69, in export_data
exporter.execute(bpy.context, asset_path)
File "E:\Armory\Armory_p02_win32\Armory\armsdk/armory/blender\exporter.py", line 2275, in execute
self.export_materials()
File "E:\Armory\Armory_p02_win32\Armory\armsdk/armory/blender\exporter.py", line 2079, in export_materials
self.post_export_material(material, o)
File "E:\Armory\Armory_p02_win32\Armory\armsdk/armory/blender\exporter.py", line 2667, in post_export_material
make_material.parse(self, material, c, defs)
File "E:\Armory\Armory_p02_win32\Armory\armsdk/armory/blender\make_material.py", line 22, in parse
parse_from(self, material, c, defs, surface_node)
File "E:\Armory\Armory_p02_win32\Armory\armsdk/armory/blender\make_material.py", line 104, in parse_from
parse_material_surface(self, material, c, defs, tree, surface_node, 1.0)
File "E:\Armory\Armory_p02_win32\Armory\armsdk/armory/blender\make_material.py", line 217, in parse_material_surface
parse_pbr_group(self, material, c, defs, tree, node, factor)
File "E:\Armory\Armory_p02_win32\Armory\armsdk/armory/blender\make_material.py", line 509, in parse_pbr_group
parse_base_color_socket(self, base_color_input, material, c, defs, tree, node, factor)
File "E:\Armory\Armory_p02_win32\Armory\armsdk/armory/blender\make_material.py", line 430, in parse_base_color_socket
add_albedo_tex(self, color_node, material, c, defs)
File "E:\Armory\Armory_p02_win32\Armory\armsdk/armory/blender\make_material.py", line 367, in add_albedo_tex
tex = make_texture(self, 'sbase', node, material)
File "E:\Armory\Armory_p02_win32\Armory\armsdk/armory/blender\make_material.py", line 115, in make_texture
tex['file'] = armutils.extract_filename(image.filepath)
File "E:\Armory\Armory_p02_win32\Armory\armsdk/armory/blender\armutils.py", line 105, in extract_filename
return s.rsplit(os.path.sep, 1)[1]
IndexError: list index out of range

location: :-1

Hair and Fur Rendering/Shading

Got another feature request: would it be possible to add support for hair and fur rendering to cyclesgame? While it is may or may not be possible to use blender's built-in hair simulation, I think it would be too intensive for realtime rendering if used as-is.

Clustered Rendering

I was reading an article about the rendering techniques used in Doom, and one of the ones mentioned was Clustered Forward Rendering, which solves the usual forward rendering issues with numerous lights by subdividing the camera frustrum into a 3D grid. A quick googling implies that the clustered technique can be used for deferred rendering as well.

Perhaps worth investigating in Armory?

http://www.adriancourreges.com/blog/2016/09/09/doom-2016-graphics-study/
https://software.intel.com/en-us/articles/forward-clustered-shading
http://www.humus.name/Articles/PracticalClusteredShading.pdf
http://advancedgraphics.marries.nl/presentationslides/09_clustered_deferred_and_forward_shading.pdf

(warning, long load time on that last link)

Is the tesselation done in OpenGL?

Hi!
I'm working on Linux machine so it's important for me to know - is the tesselation in Armory Engine done in OpenGL? I hope so. Because if the engine uses DX12 and does it's tesselation only there, than the tesselation would become Linux-uncompatible(like it's currently in Unreal Engine 4 where Linux/Mac users don't have tesselation). So I just wanna find out if you have written the tesselation in OpenGL and I'm hoping for the best;)

2D games?

Currently, both Unity and UE4 have 2D game tool sets and physics.

I know 2D games can easily be faked with cut out style but it would be a neat idea to try to implement 2D tools to make this add-on a much more feature rich engine.

Just a thought!

Crepuscular Rays

One graphical feature that would be nice to add is crepuscular rays, also known as "god rays", referring to shafts of light seen from clouds or when sunlight is occluded.

OpenCL error in Windows 7

OpenCL error (-4): CL_MEM_OBJECT_ALLOCATION_FAILURE in cIEnqueueNDRangeKernel

Error shows up after trying to render in Viewport using Ctrl+Z. It also happens when I click the button but the error is different. The error is Uncaught TypeError: Cannot read property 'length' of null. Also the progress bar on the top left instantly reaches 50% before stopping for a second and the black screen shows up where this second error shows up when I use the button.

I am using Windows 7 64-bit SP1 Ultimate edition. I am using the second release of Armory and the custom SDK provided on the download. I am also using the custom Armory PBR textures for everything (the two items both primitives) and the world has a sky texture. A camera is in scene and the file is saved.

Forums

Though I wouldn't have the time (and probably not the knowledge) necessary contribute in code, I'd be willing to lend a hand in other ways; I have have several Linode VPSes that I can use to host whatever you want, and I do web (server and front end both, node/PHP/Python/etc). I also do 3D modeling and 2D animation/illustration. If I can help any manner, please tell me so.

I was thinking I could maybe set up forums or some sort of feedback mechanism, since it doesn't seem you have any, yet. It's not a huge contribution, but I don't really see what else I could do. Open to ideas though!

Toon Shader Support

Would it be possible to support the toon shader nodes? And if so, would it also be possible to do so with some form of edge/outline rendering?

errors given when materials are not linked on objects

if you have a material in the scene that is not attached to an object Armory sends up all kinds of errors.

[1114/201336:ERROR:gles2_cmd_decoder.cc(8599)] [.Offscreen-For-WebGL-06C66B20]RENDER WARNING: there is no texture bound to the unit 1
[1114/201336:ERROR:gles2_cmd_decoder.cc(8599)] [.Offscreen-For-WebGL-06C66B20]RENDER WARNING: there is no texture bound to the unit 3
[1114/201336:ERROR:gles2_cmd_decoder.cc(8599)] [.Offscreen-For-WebGL-06C66B20]RENDER WARNING: there is no texture bound to the unit 2
[.Offscreen-For-WebGL-06C66B20]RENDER WARNING: there is no texture bound to the unit 1
[.Offscreen-For-WebGL-06C66B20]RENDER WARNING: there is no texture bound to the unit 3
[.Offscreen-For-WebGL-06C66B20]RENDER WARNING: there is no texture bound to the unit 2
[1114/201336:ERROR:gles2_cmd_decoder.cc(8717)] [.Offscreen-For-WebGL-06C66B20]GL ERROR :GL_INVALID_OPERATION : glDrawElements: Source and destination textures of the draw are the same.
[1114/201336:ERROR:gles2_cmd_decoder.cc(8717)] [.Offscreen-For-WebGL-06C66B20]GL ERROR :GL_INVALID_OPERATION : glDrawElements: Source and destination textures of the draw are the same.
[.Offscreen-For-WebGL-06C66B20]GL ERROR :GL_INVALID_OPERATION : glDrawElements: Source and destination textures of the draw are the same.
[.Offscreen-For-WebGL-06C66B20]GL ERROR :GL_INVALID_OPERATION : glDrawElements: Source and destination textures of the draw are the same.
[1114/201336:ERROR:gles2_cmd_decoder.cc(8717)] [.Offscreen-For-WebGL-06C66B20]GL ERROR :GL_INVALID_OPERATION : glDrawElements: Source and destination textures of the draw are the same.
[.Offscreen-For-WebGL-06C66B20]GL ERROR :GL_INVALID_OPERATION : glDrawElements: Source and destination textures of the draw are the same.
[1114/201336:ERROR:gles2_cmd_decoder.cc(8717)] [.Offscreen-For-WebGL-06C66B20]GL ERROR :GL_INVALID_OPERATION : glDrawElements: Source and destination textures of the draw are the same.
[.Offscreen-For-WebGL-06C66B20]GL ERROR :GL_INVALID_OPERATION : glDrawElements: Source and destination textures of the draw are the same.

This is a sample of the errors

Shading artifacts in Preview 2

Preview 1 was creating perfect smooth shading surfaces. Preview 2 is creating ripples when shading a smooth surface.

Although the effect seems subtle, when animating the object or navigating through the scene, the effect is strong enough to attract the eye continuously.

See attached image for comparison.

armoryrenderdiff

System: macOS Sierra, Intel HD Graphics 6000
Blender: 2.78a (not using embedded blender inside the sdk)
Armory: p1 and p2

Adding an armature causes crash

Traceback (most recent call last):
  File "/Applications/Armory//armsdk//armory/blender/props_ui.py", line 520, in execute
    make.play_project(self, False)
  File "/Applications/Armory//armsdk//armory/blender/make.py", line 307, in play_project
    build_project(is_play=True, in_viewport=in_viewport)
  File "/Applications/Armory//armsdk//armory/blender/make.py", line 253, in build_project
    export_data(fp, sdk_path, is_play=is_play, is_publish=is_publish, in_viewport=in_viewport)
  File "/Applications/Armory//armsdk//armory/blender/make.py", line 69, in export_data
    exporter.execute(bpy.context, asset_path)
  File "/Applications/Armory//armsdk//armory/blender/exporter.py", line 2265, in execute
    self.export_object(object, self.scene)
  File "/Applications/Armory//armsdk//armory/blender/exporter.py", line 1339, in export_object
    action = bobject.animation_data.action
AttributeError: 'NoneType' object has no attribute 'action'

IES Lighting Profiles

One patch being reviewed for blender is support for IES files, which are a way of storing directional lighting data.

Perhaps this is something that can also be supported by Armory3D?

fix_bone_layers -> AttributeError

Getting this error with with 64bit Linux build 02:

fix_bone_layers: issue with context <bpy_struct, Context at 0x7f057f63ad98>
Traceback (most recent call last):
  File "/home/zauber/Armory/Armory_pre02/armsdk//armory/blender/handlers.py", line 37, in on_scene_update_post
    for area in bpy.context.screen.areas:
AttributeError: 'NoneType' object has no attribute 'areas'

Armory Overriding Renderer

Armory appears to be overriding whatever renderer was selected for a file, whether it be Cycles or Blender Render. So, when working with normal blender stuff, you have to manually set the renderer back to the correct one each time you open a file.

Lowering Roughness strength in Armory PBR shader = Shader compiler error

When using Armory PBR shader, if I lower the Roughness strength... wont compile

ERROR: 0:112: 'assign' : l-value required "roughness" (can't modify a uniform)
ERROR: 0:112: '' : missing #endif
ERROR: 0:112: '' : syntax error
ERROR: 3 compilation errors. No code generated.

SPIRV is not generated for failed compile or link

Shader compiler error
system-info.txt
.

Project build error: debug-html5-resources/deferred_AlphaTest_Billboard.vert.essl: No such file or directory

Hi Lubos,

Read your post on blenderartist and I got triggered to check out your work. The videos are looking awesome.

I'm encountering some startup issues on the way. The first three are minor and I got passed those.
The last one got me stuck.

1.Getting an error in blender when pressing the start button:
image

I guess it's Windows based. Temp fixed it by altering cyclesgame.py:
87 output = subprocess.check_output([haxelib_path, 'path', 'cyclesgame'], shell=True)
After that I also had to split the output on \r instead of \n
88 output = str(output).split("\\r")[0].split("'")[1]

2.Compiling the shaders doesn't work when pressing the build button.
Same issue as above. Temp fixed it by altering project.py:

197 output = subprocess.check_output([haxelib_path, 'path', 'cyclesgame'], shell=True)
198 output = str(output).split("\\r")[0].split("'")[1]

3.On building a project, using the latest kha[16.1.2] build, there are some reference errors:

C:\HaxeToolkit\haxe\lib\lue\git\Sources/lue/resource/ShaderResource.hx:14: characters 7-35 : Type not found : kha.graphics4.BlendingFactor
..\Sources/Main.hx:3: lines 3-38 : Defined in this class
C:\HaxeToolkit\haxe\lib\lue\git\Sources/lue/resource/PipelineResource.hx:5: characters 7-39 : Type not found : kha.graphics4.DepthStencilFormat
..\Sources/Main.hx:3: lines 3-38 : Defined in this class

Using your Kha fork fixed these.

4. On building a project there is missing a file: deferred_AlphaTest_Billboard.vert.essl

  1. Copied the compiled folder to the Sources/Shaders folder
  2. Run haxelib run kha html5

Getting alot of debug ouput:

SPIRV is not generated for failed compile or link
ERROR: 0:325: 'texCoord' : undeclared identifier 
ERROR: 0:325: 'texture' : no matching overloaded function found 
ERROR: 2 compilation errors.  No code generated.


SPIRV is not generated for failed compile or link
ERROR: 0:326: 'texCoord' : undeclared identifier 
ERROR: 0:326: 'texture' : no matching overloaded function found 
ERROR: 2 compilation errors.  No code generated.

Eventually:

Assets done.
c:\Users\gebruiker\Documents\Kha\Kha\Tools\haxe\std/neko/_std/sys/io/File.hx:30: characters 20-51 : debug-html5-resources/deferred_AlphaTest_Billboard.vert.essl: No such file or directory
c:\Users\gebruiker\Documents\Kha\Kha\Tools\haxe\std/neko/_std/sys/io/File.hx:34: characters 33-49 : Called from
c:\Users\gebruiker\Documents\Kha\Kha\Sources/kha/internal/ShadersBuilder.hx:27: characters 36-96 : Called from
c:\Users\gebruiker\Documents\Kha\Kha\Sources/kha/Shaders.hx:33: characters 2-7 : Called from
Aborted
Done.
Failed to load resource: net::ERR_FILE_NOT_FOUND (file:///C:/Users/gebruiker/Documents/Kha/build/debug-html5/kha.js)

build\debug-html5-resources is filled with essl files, but deferred_AlphaTest_Billboard.vert.essl is indeed missing.

Current setup:

  • Blender 2.77a
  • Windows 10
  • Kode Studio 1.6.1
  • haxe: [3.2.1]
  • kha: [16.1.2]
  • cyclesgame: git [dev:C:\HaxeToolkit\haxe\lib/cyclesgame/git]
  • lue: git [dev:C:\HaxeToolkit\haxe\lib/lue/git]

Preview 02 Linux version crash when trying to run

I have made a simple scene of a quad and a point light and I'm trying to run it in armory, but when I press the "Play" on the properties tab or press "P" in viewport, the Armory crashes and outputs this:

Traceback (most recent call last):
  File "/home/adriansnetlis/Armory3D/Armory//armsdk//armory/blender/props_ui.py", line 520, in execute
    make.play_project(self, False)
  File "/home/adriansnetlis/Armory3D/Armory//armsdk//armory/blender/make.py", line 307, in play_project
    build_project(is_play=True, in_viewport=in_viewport)
  File "/home/adriansnetlis/Armory3D/Armory//armsdk//armory/blender/make.py", line 253, in build_project
    export_data(fp, sdk_path, is_play=is_play, is_publish=is_publish, in_viewport=in_viewport)
  File "/home/adriansnetlis/Armory3D/Armory//armsdk//armory/blender/make.py", line 69, in export_data
    exporter.execute(bpy.context, asset_path)
  File "/home/adriansnetlis/Armory3D/Armory//armsdk//armory/blender/exporter.py", line 2275, in execute
    self.export_materials()
  File "/home/adriansnetlis/Armory3D/Armory//armsdk//armory/blender/exporter.py", line 2088, in export_materials
    c['name'] = ArmoryExporter.mesh_context
AttributeError: type object 'ArmoryExporter' has no attribute 'mesh_context'

location: <unknown location>:-1

What's caussing this issue?

Play in Viewport - build failed - Windows 8.1

Getting a "Build Failed" error when I try to run Play in Viewport:

Read new prefs: C:\Users\Robert\AppData\Roaming\Blender Foundation\Blender\2.78\config\userpref.blend
AL lib: (EE) UpdateDeviceParams: Failed to set 44100hz, got 48000hz instead
found bundled python: C:\Program Files\Blender Foundation\Blender\2.78\python
read blend: C:\Users\Robert\Documents\ArmoryTest.blend
Scene built in 0.0020020008087158203
Creating Kha project.
Exporting asset 1 of 1 (blur_edge_pass_EnvCol_SSAO.arm).
Exporting asset 1 of 1 (compositor_pass_EnvCol_SSAO_CompoTonemap_CompoFXAA.arm).
Exporting asset 1 of 1 (deferred_EnvCol_SSAO.arm).
Exporting asset 1 of 1 (deferred_indirect_EnvCol_SSAO.arm).
Exporting asset 1 of 1 (deferred_light_EnvCol_SSAO.arm).
Exporting asset 1 of 1 (ssao_pass_EnvCol_SSAO.arm).
Exporting asset 1 of 1 (world_EnvCol_SSAO.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (noise8.png).
Exporting asset 1 of 1 (Scene.arm).
Exporting asset 1 of 1 (World_irradiance.arm).
Exporting asset 1 of 1 (World_material.arm).
Exporting asset 1 of 1 (mesh_Cube.arm).
Exporting asset 1 of 1 (mesh_Plane.arm).
Exporting asset 1 of 1 (deferred_path_low.arm).
Compiling shader 1 of 1 (blur_edge_pass_EnvCol_SSAO.frag.glsl).
No shader compiler found.
internal/child_process.js:278
  var err = this._handle.spawn(options);
                         ^

TypeError: Bad argument
    at TypeError (native)
    at ChildProcess.spawn (internal/child_process.js:278:26)
    at Object.exports.spawn (child_process.js:372:9)
    at fs.stat (C:\Users\Robert\Downloads\Armory_p01_win32\Armory\armsdk\win32\resources\app\extensions\kha\Kha\Tools\khamake\out\ShaderCompiler.js:222:51)
    at FSReqWrap.oncomplete (fs.js:123:15)
 Build failed, check console

Contact Shadows

Unreal Engine 4.14 was released today, and one new rendering feature it adds is "contact shadows", which allows detailed objects to cast high-quality shadows by using the screen-space depth buffer information.

Excerpt:

The Contact Shadows feature adds a short ray cast in screen space against the depth buffer to know whether a pixel is occluded from a given light or not. This helps provide sharp detailed shadows at the contact point of geometry. There are a number of reasons why shadows through other algorithms may have missing or blurry contacts. Typically it is due to lack of resolution or a depth bias. Regardless of the reason, the new Contact Shadows feature can fill in the gap very well for a small cost.

example image one

example two

Subsurf/shading random behaviour

suzanne

Getting some strange behaviour with subsurf and shading. Project attached here: suzanne.zip

INFO
Arch Linux 4.8.6-1-ARCH #1 SMP PREEMPT Mon Oct 31 18:51:30 CET 2016 x86_64 GNU/Linux

Armory_p01_linux64 - PLUGIN ONLY, not the custom blender build

Blender 2.78 (sub 0)
build date: 2016-10-27
build time: 06:09:01
build commit date: 2016-10-24
build commit time: 12:20
build hash: e8299c8
build platform: Linux
build type: Release

Python 3.5.2 (default, Jun 28 2016, 08:46:01)
[GCC 6.1.1 20160602]

OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce GTX 780/PCIe/SSE2
OpenGL core profile version string: 4.5.0 NVIDIA 375.10
OpenGL core profile shading language version string: 4.50 NVIDIA

Voxel Terrain/Environment

One nice (but advanced) feature to have would be support for voxel-based terrain, environments, or levels. There are quite a few algorithms available for converting voxels to mesh, some of which support paging the terrain in chunks (like minecraft), for generating LOD meshes, or for adaptive generation (creating optimized meshes).

@nickgildea has a blog detailing his own work on writing a dual-contouring algorithm with LOD support, at http://ngildea.blogspot.com/

@Lin20 has a repo on github containing example/testing code for several different voxel-to-mesh algorithms, though they are unoptimized and written in C# - https://github.com/Lin20/isosurface

There is also a reddit devoted to game development with voxels, which likely has useful information: https://www.reddit.com/r/VoxelGameDev/

And lastly, there's a blog post that contains links to research papers for various voxel-to-mesh algorithms - https://swiftcoder.wordpress.com/planets/isosurface-extraction/

Cloth Simulation

Just occurred to me that cloth simulation would be a nice addition. Should be possible to implement, as Unity3D and Unreal Engine are both able to do real-time cloth physics.

Issues on Linux

This video shows some of Armory issues on Linux:

https://youtu.be/5DliremqAE8

Armory 3D issues on Linux 1
Unfourtunately, the voice didn't record.

As you can see, most of them are at the world tab features.
I hope this helps and that they can be soon fixed:)

Some aspects to mention:

  • PCSS looks slightly weird.
  • The reflections ain't enabled by default(should be).
  • Effects(except for clouds) don't seem to work. Clouds work well, maybe could be a bit more performance-friendly, though.
  • VGI and volumetric fog makes the Armory not start at all.
  • In the editor some of inputs don't accept inputted text.
  • Game will crash when no camera in scene.

Audio Systems?

How are the audio systems in the engine so far? We've seen a lot of visuals but haven't heard a lot about the audio portions. Is 5.1 and 7.1 support added yet and do you have audio editing tools in the engine?

BGE logic conversion

I know logic nodes are being implemented, but what about the BGE logic bricks? I've been able to do pretty cool stuff with those logic bricks, I love how simple it is to use (although I am sure Logic Nodes will be too).

So are there any plans on adapting the BGE logics, or it will really only have its own logic?

Mix RGB & Mix Shader nodes don't work!

I am trying to combine several different textures to create a terrain, and whenever I use a Mix RGB node to combine two textures, it doesn't work! It doesn't blend them, nor does it works with a stencil texture. That is something very important for me as an artist, so I can have control over my textures.

Unless there is another way of doing this?

white screen

i start built in armory then save hit play in viewport and white screen
2
3
4
windows 10

Linux Mint 18: Blender locks up after pressing play.

Version: Armory_p01_linux64.tar.bz2

(Tested on two different computers.)

Computer: NUC5i7RYH (Intel NUC)

 -OS: Linux Mint 18 with kernel 4.4.0-45-generic

Computer: Alienware 15 laptop (Tested with the Nvidia driver, then with the intel driver, same result.)

 -OS: Linux Mint 18 with kernel 4.4.0-45-generic

 -OS: Windows 10. (Windows 10 worked, however I had to use 7-Zip to uncompress the file because window’s builtin unzip kept complaining about file paths are too long.)

I had to install these missing dependencies on Linux Mint:
libOpenImageIO.so.1.6
libboost_locale.so.1.58.0
libjemalloc.so.1

After pressing "Play in Viewport" It will compile then nothing happens and I cannot click on anything in blender. (The viewport does not update, it just shows the cube as it was before I pressed play.) Since I cannot click the stop button I have to close the console window to end blender.

Intel NUC - Console output
Color management: using fallback mode for management
Read new prefs: /home/will/.config/blender/2.78/config/userpref.blend
found bundled python: /home/will/Downloads/Armory/2.78/python
Info: Total files 1 | Changed 1 | Failed 0
Exporting mesh Cube
Scene built in 0.0019407272338867188
Creating Kha project.
Exporting asset 1 of 1 (blur_edge_pass_EnvCol_SSAO.arm).
Exporting asset 1 of 1 (compositor_pass_EnvCol_SSAO_CompoFXAA.arm).
Exporting asset 1 of 1 (deferred_EnvCol_SSAO.arm).
Exporting asset 1 of 1 (deferred_indirect_EnvCol_SSAO.arm).
Exporting asset 1 of 1 (deferred_light_EnvCol_SSAO.arm).
Exporting asset 1 of 1 (ssao_pass_EnvCol_SSAO.arm).
Exporting asset 1 of 1 (world_EnvCol_SSAO.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (noise8.png).
Exporting asset 1 of 1 (Scene.arm).
Exporting asset 1 of 1 (World_irradiance.arm).
Exporting asset 1 of 1 (World_material.arm).
Exporting asset 1 of 1 (mesh_Cube.arm).
Exporting asset 1 of 1 (deferred_path_low.arm).
Compiling shader 1 of 1 (blur_edge_pass_EnvCol_SSAO.frag.glsl).
Compiling shader 1 of 1 (blur_edge_pass_EnvCol_SSAO.vert.glsl).
Compiling shader 1 of 1 (compositor_pass_EnvCol_SSAO_CompoFXAA.frag.glsl).
Compiling shader 1 of 1 (compositor_pass_EnvCol_SSAO_CompoFXAA.vert.glsl).
Compiling shader 1 of 1 (mesh_EnvCol_SSAO.frag.glsl).
Compiling shader 1 of 1 (mesh_EnvCol_SSAO.vert.glsl).
Compiling shader 1 of 1 (shadowmap_EnvCol_SSAO.frag.glsl).
Compiling shader 1 of 1 (shadowmap_EnvCol_SSAO.vert.glsl).
Compiling shader 1 of 1 (deferred_indirect_EnvCol_SSAO.frag.glsl).
Compiling shader 1 of 1 (deferred_indirect_EnvCol_SSAO.vert.glsl).
Compiling shader 1 of 1 (deferred_light_EnvCol_SSAO.frag.glsl).
Compiling shader 1 of 1 (deferred_light_EnvCol_SSAO.vert.glsl).
Compiling shader 1 of 1 (ssao_pass_EnvCol_SSAO.frag.glsl).
Compiling shader 1 of 1 (ssao_pass_EnvCol_SSAO.vert.glsl).
Compiling shader 1 of 1 (world_EnvCol_SSAO.frag.glsl).
Compiling shader 1 of 1 (world_EnvCol_SSAO.vert.glsl).
Compiling shader 1 of 8 (painter-colored.frag.glsl).
Compiling shader 2 of 8 (painter-colored.vert.glsl).
Compiling shader 3 of 8 (painter-image.frag.glsl).
Compiling shader 4 of 8 (painter-image.vert.glsl).
Compiling shader 5 of 8 (painter-text.frag.glsl).
Compiling shader 6 of 8 (painter-text.vert.glsl).
Compiling shader 7 of 8 (painter-video.frag.glsl).
Compiling shader 8 of 8 (painter-video.vert.glsl).
Compiling code.
Done.

Alienware 15 with INTEL driver enabled - Console output:
Color management: using fallback mode for management
Read new prefs: /home/will/.config/blender/2.7
Warning! Unable to find a multisample pixel format that supports exactly 16 samples. Substituting one that uses 8 samples.
found bundled python: /home/will/Downloads/Armory/2.
read blend: /home/will/Desktop/untitled.bl
Exporting mesh Cube
Scene built in 0.002157926559448242
Creating Kha project.
Exporting asset 1 of 1 (blur_edge_pass_EnvCol_SSAO.ar
Exporting asset 1 of 1 (compositor_pass_EnvCol_SSAO_C
Exporting asset 1 of 1 (deferred_EnvCol_SSAO.arm).
Exporting asset 1 of 1 (deferred_indirect_EnvCol_SSAO
Exporting asset 1 of 1 (deferred_light_EnvCol_SSAO.ar
Exporting asset 1 of 1 (ssao_pass_EnvCol_SSAO.arm).
Exporting asset 1 of 1 (world_EnvCol_SSAO.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (noise8.png).
Exporting asset 1 of 1 (Scene.arm).
Exporting asset 1 of 1 (World_irradiance.arm).
Exporting asset 1 of 1 (World_material.arm).
Exporting asset 1 of 1 (mesh_Cube.arm).
Exporting asset 1 of 1 (deferred_path_low.arm).
Compiling shader 1 of 1 (blur_edge_pass_EnvCol_SSAO.fr
Compiling shader 1 of 1 (blur_edge_pass_EnvCol_SSAO.ve
Compiling shader 1 of 1 (compositor_pass_EnvCol_SSAO_C
Compiling shader 1 of 1 (compositor_pass_EnvCol_SSAO_C
Compiling shader 1 of 1 (mesh_EnvCol_SSAO.frag.glsl).
Compiling shader 1 of 1 (mesh_EnvCol_SSAO.vert.glsl).
Compiling shader 1 of 1 (shadowmap_EnvCol_SSAO.frag.gl
Compiling shader 1 of 1 (shadowmap_EnvCol_SSAO.vert.gl
Compiling shader 1 of 1 (deferred_indirect_EnvCol_SSAO
Compiling shader 1 of 1 (deferred_indirect_EnvCol_SSAO
Compiling shader 1 of 1 (deferred_light_EnvCol_SSAO.fr
Compiling shader 1 of 1 (deferred_light_EnvCol_SSAO.ve
Compiling shader 1 of 1 (ssao_pass_EnvCol_SSAO.frag.gl
Compiling shader 1 of 1 (ssao_pass_EnvCol_SSAO.vert.gl
Compiling shader 1 of 1 (world_EnvCol_SSAO.frag.glsl).
Compiling shader 1 of 1 (world_EnvCol_SSAO.vert.glsl).
Compiling shader 1 of 8 (painter-colored.frag.glsl).
Compiling shader 2 of 8 (painter-colored.vert.glsl).
Compiling shader 3 of 8 (painter-image.frag.glsl).
Compiling shader 4 of 8 (painter-text.frag.glsl).
Compiling shader 5 of 8 (painter-image.vert.glsl).
Compiling shader 6 of 8 (painter-text.vert.glsl).
Compiling shader 7 of 8 (painter-video.frag.glsl).
Compiling shader 8 of 8 (painter-video.vert.glsl).
Compiling code.
Done.

Alienware 15 with NVIDIA driver enabled - Console output:
Color management: using fallback mode for management
Read new prefs: /home/will/.config/blender/2.
found bundled python: /home/will/Downloads/Armory/2.
read blend: /home/will/Desktop/untitled.
Exporting mesh Cube
Scene built in 0.0024814605712890625
Creating Kha project.
Exporting asset 1 of 1 (blur_edge_pass_EnvCol_SSAO.
Exporting asset 1 of 1 (compositor_pass_EnvCol_SSAO_
Exporting asset 1 of 1 (deferred_EnvCol_SSAO.arm).
Exporting asset 1 of 1 (deferred_indirect_EnvCol_
Exporting asset 1 of 1 (deferred_light_EnvCol_SSAO.
Exporting asset 1 of 1 (ssao_pass_EnvCol_SSAO.arm).
Exporting asset 1 of 1 (world_EnvCol_SSAO.arm).
Exporting asset 1 of 1 (brdf.png).
Exporting asset 1 of 1 (noise8.png).
Exporting asset 1 of 1 (Scene.arm).
Exporting asset 1 of 1 (World_irradiance.arm).
Exporting asset 1 of 1 (World_material.arm).
Exporting asset 1 of 1 (mesh_Cube.arm).
Exporting asset 1 of 1 (deferred_path_low.arm).
Compiling shader 1 of 1 (blur_edge_pass_EnvCol_SSAO.
Compiling shader 1 of 1 (blur_edge_pass_EnvCol_SSAO.
Compiling shader 1 of 1 (compositor_pass_EnvCol_SSAO_
Compiling shader 1 of 1 (compositor_pass_EnvCol_SSAO_
Compiling shader 1 of 1 (mesh_EnvCol_SSAO.frag.glsl).
Compiling shader 1 of 1 (mesh_EnvCol_SSAO.vert.glsl).
Compiling shader 1 of 1 (shadowmap_EnvCol_SSAO.frag.
Compiling shader 1 of 1 (shadowmap_EnvCol_SSAO.vert.
Compiling shader 1 of 1 (deferred_indirect_EnvCol_
Compiling shader 1 of 1 (deferred_indirect_EnvCol_
Compiling shader 1 of 1 (deferred_light_EnvCol_SSAO.
Compiling shader 1 of 1 (deferred_light_EnvCol_SSAO.
Compiling shader 1 of 1 (ssao_pass_EnvCol_SSAO.frag.
Compiling shader 1 of 1 (ssao_pass_EnvCol_SSAO.vert.
Compiling shader 1 of 1 (world_EnvCol_SSAO.frag.glsl).
Compiling shader 1 of 1 (world_EnvCol_SSAO.vert.glsl).
Compiling shader 1 of 8 (painter-colored.frag.glsl).
Compiling shader 2 of 8 (painter-image.frag.glsl).
Compiling shader 3 of 8 (painter-image.vert.glsl).
Compiling shader 4 of 8 (painter-colored.vert.glsl).
Compiling shader 5 of 8 (painter-text.vert.glsl).
Compiling shader 6 of 8 (painter-text.frag.glsl).
Compiling shader 7 of 8 (painter-video.frag.glsl).
Compiling shader 8 of 8 (painter-video.vert.glsl).
Compiling code.
Done.

PYC Files

I noticed that in the latest commit, there were *.pyc files included. You'll probably want those put into gitignore, as they are non-essential temporary files.

Adding this line to your .gitignore file should do the trick:

*.pyc

Windows SDK Errors

Have no idea what this means

Build started 11/13/2016 4:05:19 PM.

 1>Project "C:\Armory\Amory Testing\build\windows-build\Armory Building Scene 9.vcxproj" on node 1 (default targets).

 1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Platforms\Win32\PlatformToolsets\v140\Toolset.targets(34,5): error MSB8036: The Windows SDK version 8.1 was not found. Install the required version of Windows SDK or change the SDK version in the project property pages or by right-clicking the solution and selecting "Retarget solution". [C:\Armory\Amory Testing\build\windows-build\Armory Building Scene 9.vcxproj]
 1>Done Building Project "C:\Armory\Amory Testing\build\windows-build\Armory Building Scene 9.vcxproj" (default targets) -- FAILED.

Build FAILED.

   "C:\Armory\Amory Testing\build\windows-build\Armory Building Scene 9.vcxproj" (default target) (1) ->
   (Desktop_PlatformPrepareForBuild target) ->
     C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Platforms\Win32\PlatformToolsets\v140\Toolset.targets(34,5): error MSB8036: The Windows SDK version 8.1 was not found. Install the required version of Windows SDK or change the SDK version in the project property pages or by right-clicking the solution and selecting "Retarget solution". [C:\Armory\Amory Testing\build\windows-build\Armory Building Scene 9.vcxproj]


0 Warning(s)
1 Error(s)

Time Elapsed 00:00:00.29

Compilation failed.
Build failed, check console

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