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wburton72

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  1. Is it possible to use a marching cubes based voxel terrain in Leadwerks? Maybe take advantage of the Polyvox library somehow.
  2. Just wondered if Leadwerks is capable of making display-in-display objects like real-time monitors and interactive computer terminals.
  3. Hi Josh, I would also like to switch to a Steam copy of Leadwerks. I want to get ahold of those new updates as they come out. Thank you
  4. Is there an offline user manual available for leadwerks 3.1/3.2?
  5. I'm modeling a gun for my game and was wondering if it could be broken down into smaller objects and work as one big animated object? I feel that using one big mesh would be more difficult to texture and animate.
  6. Is there a BSP/ brush based level editor that I can use with Leadwerks until Leadwerks editor gets more features? I've been reading that brushes are more useful for mapping then static meshes. Brushes are supposed to be better at detecting collisions, using repeating geometry, and can be stored in regular memory unlike static meshes that are stored on the video card. The only software that could do this is Milkshape and GTKRadiant.
  7. One more question. Should I build my base level in an external program like blender or should I use leadwerks mapping system?
  8. ToLua seems to make things a whole lot easier. So it looks like I have to make a VC++ project with both raknet and tolua, bind functions, then I compile a dll which allows me to use networking in Leadwerks.
  9. So I would have to translate c++ functions from Raknet into lua by creating a dll?
  10. Does Rakknet work with lua? I'm hoping on making a multiplayer game in the indie version of LW.
  11. I have a few questions about level design. Are levels made up of separate assets, portions of one model or one big model? What texturing methods are used when designing a level?
  12. There's nothing wrong with using an external program like blender, hexagon, milkshape 3d, or silo 2 in combination with a photo editor. You would have way more control over your models and get way better results.
  13. I believe the term for that effect is specular bloom or atmospheric scattering. You would have to write a custom shader for it.
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