-
Posts
24,629 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Downloads
Everything posted by Josh
-
1.0.3 Terrain now shows resolution creation parameters, with different values for width and height. Added some missing entity types including box lights, a little bit of work left to do on all these...
-
1.0.3 Added wedge and cone brushes. I'm going to leave it at this and add the compound shapes after the initial release.
-
Error that occured: It appears that if an expired key keeps getting used, the software can ban the server address (where the script request is actually coming from.) Need to modify this so it can't happen.
-
1.0.3 Added cylinder brush. It uses a field for the number of sides. Setting that up is where I spent most of my time, so now other brush templates with parameters can be supported. To-do list is getting very small now: Other brush templates Components in editor Navigation mesh objects in editor Displacement UV scale Run game interface Publish game Additional settings in Options dialog Copy / Paste Undo system Lua documentation and examples
-
1.0.3 You can now click and drag on point entity icons to move them with the translate tool.
-
1.0.3 Selectable icon is now shown in viewports for directional and point lights. Does not work with the translate tool yet.
-
What is this technique?
-
I don't understand. You can resize brushes on two axes in the 2D viewports.
-
Leadwerks doesn't support brush scaling in the 3D viewport. Scaling in the 2D viewport in Ultra works the same as the one in Leadwerks.
-
Links to the Leadwerks domain should just redirect to the equivalent URL to this domain: https://www.leadwerks.com/community/topic/62067-how-to-loadplay-any-video-file-with-lua/ Leadwerks doesn't support video files. Ultimately what you need is a series of texture files and an audio file. Any video file loader will just be doing that behind the scenes. You might as well just use ffmpeg or something to extract a series of images.
- 10 replies
-
- 1
-
- video player
- video
-
(and 1 more)
Tagged with:
-
1. I did not know this was even happening. You are right, that is not intentional. 2. You can scale brushes by their corners in 2D. Trenchbroom uses a similar scaling technique in 3D, but it does support scaling on two axes at once. However, I find the edge selection in 3D in TB to be very twitchy, so I set it to just do one axis at a time in the 3D viewport.
-
I see it too. It's not very apparent if you just look at the memory usage value, but the script memory usage value shows it better.
-
I'm using the default branch, not the beta build.
-
I just ran your example above and after about one second the memory usage is perfectly stable.
-
1.0.3 Added point entity creation mode. It works like Leadwerks but in the 3D viewport, too. Each creation tool is a separate class, so it will be possible to add extensions with an additional tool type for other things like splines or whatever you wish.
-
1.0.3 Fixed bug where translate tool was acting incorrectly based on object dimensions.
-
1.0.3 Escape-key-to-break-out now works correctly with vertex and face tool dragging. Here's where I'm at now: Terrain gizmo acting weird Terrain mouse tool overriding required viewport events Terrain tool speed regulation Object template categories Object bar buttons Object menu items in Create menu Recent files / folders list Finish surface grid Post-processing user buffer Brush scaling in 2D viewports Face and vertex editing in 2D viewports Brush face texture mapping settings Texture lock Drag / drop change entity hierarchy in scene browser Crash when hit escape during vertex movement Point entity creation Point entity display in editor Object creation parameters Other brush templates Components in editor Displacement UV scale Collision type list items in entity properties Run game interface Publish game Missing settings in Options dialog Navigation mesh objects in editor Undo system Lua documentation and examples Post effects in editor In-editor post effect parameters Viewport rendering options / modes Group / ungroup
-
1.0.3 Drag material onto brush or face now applies to all selected brushes/faces if the target brush/face is selected. Brushes that are a child of another entity now update their UV coords when the parent is moved. Vertex and face editing now correctly updates brush shadow. Fixed bug when selected brushes switch to face edit tool.
-
1.0.3 Drag and drop in scene browser now works to parent entities to each other, map files should retain the correct order of entities. Fixed initial UV mapping when brushes are first created.
-
You can also save your model as a GLTF and view it in another program to make sure there's nothing strange going on.
-
Call world::SetIblIntensity(0) to get rid of the PBR lighting so you can see what's going on better.
-
Shouldn't it just work automatically?
-
Bonus tip: You can convert the pixmap to BC5 format for compressed normal maps with 25% the memory usage they would have otherwise.