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Everything posted by reepblue
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It could work if it was possible to do a one time build on command, but the save function is commented out in the library. The next best thing is to do what you suggested way back, and then do something to tell the shader to use that cubemap instead.
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Amazing Shadmar! Integrate Matt's cubemap building code for accurate cubemaps and this will be perfect!
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I did this with the newer build up above, but I'll add it to this version in due time. Thanks for reminding me.
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I really hope that the template system will get an update reflecting these changes. It'd be nice if someone want's to make a game completely in C++ can just clone the necessary files to get the engine to run, rather also cloning a bunch of scripts and assets that they're mostly not gonna use. This benefits both sides, as new users get to make games using the flowgraph and pre-made scripts, while advanced/experienced users have the option to start with a clean slate, and not have the project manager keep copying over files they don't need/want. I can go in-depth with a suggestion thread about this another time.
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Nothing should hit the player if SetPickInfo is 0. but I can see in cases where you want things to shoot at you. Yeah, the way you'd go around this is make a collision type that hits everything but the player, and have your pick function use that.
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Would also be cool if the camera followed the player/object like they do in Portal. Glad Jazzoyna did this already, so the battle is half over. I've made an actual laser sprite if you want it. I'm pretty sure you can use the turret model that's already on the workshop and include it in the SDK. I've made a custom phys file for that as well. Was gonna make HL2 styled turrets until I got pulled aways to do other stuff.
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Curious. If you place this dll in with your game exe, will the issue magically go away? I'm on a Nvidia GPU so I can't test it myself. Dll is from an old CCC driver before AMD started breaking OpenGL support.
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I'm hoping Vulkan will make Leadwerks run and behave the same on both brand of cards. Then again, it's up to their drivers so...
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What's the upsides of moving to Vulkan than if it's "slower". Obviously, the benefits out weighs the costs for you to consider it. Although, these enhancements might not help with the game development, it might attract new users/get more people interested in Leadwerks. People can be weird.
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Physically Based Rendering (C++)
reepblue commented on Mattline1's blog entry in Martin Kearl's Blog
@Mattline1 I have messed with the template system before, if you need help, PM me l although you'd probably get it setup yourself as it's very straight forward. Also, Did you try messed with the spec values for the gloss value? -
I like that in that "review" they gave it a positive rating despite what they said. Something that kind of needs to be addressed is the generic upload errors with the workshop. I pretty much gave up on updating the Vectronic Demo at this point. I have no idea if my upload speed has something to do with it or not. As always, I'm looking forward to the updates. Interested to see how networking will work.
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Hi, I've been wondering this for a while; is it possible to change the AppDataPath for your game using the professional edition? I commented out where it makes the default settings cfg, but it dumps the log under AppData/Leadwerks by default. I'm asking if there is a way to set it so the log file dumps within the root game folder, or maybe move the entire DataPath to the user's Documents folder, much like the editor does now. Thanks in advance.
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You can argue that the game is under fair use due to the entire project being a parody. I'm no lawyer, but if you really want to go forward, I'd look into the loop holes within the copyright system. You might still get clams, but if you've done your homework, you should be fine,
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Keep Getting This Message From Time To Time
reepblue replied to MadCat's topic in General Discussion
I'd be cool if there was a bool flag in the cfg to turn this notification off. This way, if you're using a C++ project, you don't have to take time to update the game, then rebuild your executable. -
Something I don't like about the template structure is that there is no skeleton template (That has nothing but the cpps/h/projects, the dlls, and shaders. I mean, you can hand make projects, but you'll be pressing "No" alot when it asks to update your project. the template tree should be skeleton -> common -> (Template). If you package your game, no one will be able to edit the lua files, as they'll be encrypted. But I'm gonna say this now, it's a lot easier to code your game objects in lua than C++. I only really recommend doing your application handling (window, context, map loading, etc) in C++. But that's just how I use the engine, everyone uses it differently it seems.
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Thanks Burtle, I really don't see much of a problem if I just keep it CSG only. Really, thanks for your help and helping very quickly.
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Strangely enough, it ether works too good or not enough. I mostly want to fix these cases. Above more or less solved the "If I shoot too close to the corner." issue.
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- It can only be placed on CSG - It will always be one model (A flat plane which is 96x96cm)
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Here is my code snippet. What value(s) would be best as each brush can have different dimentions. How would I go and say "If this face is bigger than 96cm x 96cm, then allow placement." ? if pickinfo.surface~=nil then --Print out the surface AABB local v1 = pickinfo.surface:GetAABB() --local v2 = c:GetAABB(Entity.LocalAABB) v1:Update() --v2:Update() System:Print("Surface ") System:Print(v1) --System:Print("Cyclone ") --System:Print(v2) if v1.min.y > 1 then System:Print("!!!SUCESSFUL PLACEMENT!!!") c = tolua.cast(c,"Model") c:SetPosition(pickinfo.position) c:SetParent(pickinfo.entity) c:AlignToVector(pickinfo.normal) c:SetScript("Scripts/Objects/Cyclone/Cyclone.lua",false) c.script:SetPushDir(pickinfo.normal.x,pickinfo.normal.y,pickinfo.normal.z) c.script:SetStartOpen() c.script:Start() self.LastCyclone = c end end
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What would I compare it too? My model as an aabb of 0,0,0; 0,0,0 because it's a flat plane that I want to spawn.
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Hey all. I've been looking all over the api reference and the forums about this, but is there a way to check a surface's surface area (size)? I want to place a model on the wall with a raycast only if the surface is big enough. Thanks.
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Again, more shortcuts overall would be nice.
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Make sure the wav file isn't stereo,
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I'm pretty sure you are, but you're using _MSC_VER checks, right? This was how we got Source to compile with 2013 being that it was ment to be compiled with 2010. It should help deal with C++14 conflicts if that's the issue.