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Rick

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Everything posted by Rick

  1. I see no depthmask/depthtest property in the material editor.
  2. I assume you mean Z-sort? Interestingly enough I can open the material editor and when I uncheck zsort my emitter don't seem to emit any particles. I check the Z-sort box and back comes my particles but with the issue above. So that's not working. If I check Always on top it doesn't suffer from the issue I posted above, but of course it's now on top of all geometry so that's not cool.
  3. I can see the edges of the particles against the other particles. In LE2 they would all blend together and not be noticeable. https://dl.dropboxusercontent.com/u/1293842/particles.png I have the Alpha start full and fade out which you can see in the screenshot. However, the particle plane or whatever it is shouldn't block what's behind it in the areas that are transparent. This looks more like in LE2 when we didn't have particles in their own world.
  4. Well that sucks. The current state will have to due, but it's not going to look pretty.
  5. I change the color of the default material for particles. Why is it I can see the square outline of each particle when the emitter is on?
  6. I have a csg object and I have a script attached where in the UpdateWorld() it just calls self.entity:Move() but it doesn't register collisions. I want to move this csg "forward" without physics/mass but still have it register a collision. I suppose I could use http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entityphysicssetposition-r190 but how would I always make it more "forward"? I like the Move() function because I can just pass a value in the z axis variable and it'll move forward. Thinking a PhysicsMove() would be a nice thing to have.
  7. Well there are a decent number of already made scripts and other resources in the asset store and they can be used (to help modelers) so seems like letting models that one has bought would be the same but for programmers who can't model.
  8. Just to make sure I can use purchased models right? I mean it's about making the game code from scratch not the models right?
  9. No clue what marmoset tool is or how to use it Isn't this a model issue not a texture issue?
  10. So how can we fix this? I have this issue with purchased art even after doing the normals thing in the model editor.
  11. @YouGroove The 1 week timeframe is supposed to be the challenging part. Scope correctly for what you think you can do in 1 week to get something to show. Some of these things are 24 or 48 hours believe it or not
  12. I've seen stuff like this also. Why does the in editor/game look so much different, brighter, than in the model editor? I've seen the same thing. He must just be assuming it's the spec, but maybe it's not. Why the difference in visual output?
  13. Why are you thinking that should be in the poll? I think they should maybe tell you when they send you the project, but I can't think of a reason the poll should have that info. To the people playing the games, they don't really care if it's LE2 or Leadwerks 3. Graphics don't make the game
  14. That's a good point. Honestly, I don't care either way myself. Aggror, anyone else mind?
  15. I guess the way I view it is that the game itself is all that matters. We aren't judging on a persons campaigning skills
  16. Remember to try and keep your game secret. If you need help in forums try not to give screenshots that give your game away or describe your game in so much detail. We want to make sure votes are based on the end product and not its author. We don't want any biased votes.
  17. +1 I will be joining! What do you have to lose?
  18. Yeah make sure you install everything to the default location or it'll be hell.
  19. It's for a 10 year old kid. I'm thinking his travel time is light:) Also most of these cheap laptops come with intel gfx cards which generally seem fairly crappy.
  20. Are you hoping the $300 laptop would run Leadwerks? I would be shocked if a $300 laptop would run Leadwerks. I think you'd be better off getting a tower PC so that you can upgrade it later and put in new gfx cards over time, which is what really matters with any game/game engine. Laptop gfx cards seem to be hit and miss and just bad in general. I guess for me the ability to upgrade components is far greater than portability for my game dev machine. Something to note, right now Leadwerks doesn't need a high end gfx cards, but I still see people with laptops (maybe older) complaining it won't run Leadwerks. However, when the deferred renderer in introduced to Leadwerks it'll need good gfx card.
  21. Inside each entity script put your drawing inside: function Script:PostRender() App.context:DrawText(blahblahblah) end
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