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macklebee

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Everything posted by macklebee

  1. You can't change it? It does not give the option to change it? Or does it give the options to change, but does not actually change it? As a test i just uploaded the default scene as Private then changed it to Public, and it seemed to work for me.
  2. http://www.leadwerks.com/werkspace/page/tutorials/_/lua-scripting-r12#section3 In the official LUA Scripting tutorial starting with 'Section 3: Script Editor' explains to use the script Main.lua.
  3. Also note that forum website has a search located in the upper right that allows you to search for keywords. First search return for fullscreen after your post shows an example of changing windows styles in game, if that is what you are searching for. You need to start explaining better what you are looking for - people here are willing to help but we are not mind readers. It would help if you took a little initiative and did some testing of the API reference examples, tutorials, or searching the forum.
  4. http://www.leadwerks.com/werkspace/page/api-reference/_/window/windowcreate-r462 Since the forum has a bug that prevents from posting Window styles correctly, 'window.Fullscreen' = 64 Example: window = Window:Create("example",0,0,800,600,64) context = Context:Create(window) world = World:Create() local camera = Camera:Create() camera:Move(0,0,-3) local light = DirectionalLight:Create() light:SetRotation(35,35,0) model = Model:Box() model:SetColor(0.0,0.0,1.0) while window:KeyDown(Key.Escape)==false do model:Turn(0,Time:GetSpeed(),0) Time:Update() world:Update() world:Render() context:SetBlendMode(Blend.Alpha) context:DrawText("Hit ESCAPE to exit program", 2,2) context:SetBlendMode(Blend.Solid) context:Sync(false) end Also note that forum website has a search located in the upper right that allows you to search for keywords.
  5. http://www.leadwerks.com/werkspace/page/api-reference/_/window/windowcreate-r462
  6. If possible, can you post the textures used for the red marble and the rusted metal? I would like to see a more direct comparison just using the inherent LE materials and shaders.
  7. .If it makes you happy to think that so then so be it. Makes not much difference to me. But I am willing to bet that it is a small percentage when comparing those that own SD versus those that do not when looking at the total leadwerks user group. Price alone will almost guarantee that when they can use a free or cheap texture editor to make textures that LE will inherently accept right now. But no matter - still seems strange to me that the request is not towards SD instead of Leadwerks since SD is the texture creator. In any case, Josh may be able to resolve it fairly easy.
  8. Yes, fully aware there are multiple formats with PNG - I posted a link that shows that in the original post concerning this problem. My point is SD is the texture creator, so why isn't SD being requested to provide multiple ways to store the alpha channel? Other FREE texture editors can do this easily already. Why should Leadwerks have to add what SD only exports PNGs to? But whatever, Josh may very well be able to resolve this fairly easy so it makes no difference to me. But adding a specific PNG format that only affects a handful of users that use SD seems silly when an SD user could use TGA or use a free texture editor like GIMP or PAINT.net to save in a PNG format that Leadwerks can read properly.
  9. You would have to have that uniform in each shader. As far as the vegetation shader, if you just load it and then apply the uniform value, it should affect any vegetation shader being used in the scene.
  10. Does the example for GetPixels() work for you? Perhaps showing example code of what you are trying will result in help.
  11. Not sure i understand the question... uniforms are essentially global variables in the shader where its being used. Need more information to understand what you are wanting.
  12. Ive used PNGs with a transparency gradient close to a decade and almost as long with leadwerks and never had this problem. SD encodes to another format available for PNG and now its Leadwerks problem on how it decodes PNG? Josh may be able to resolve it but seems strange that SD is not being approached to provide an export to PNG with an alpha channel. If you do a quick google search about PNG with transparency and SD, you will see this is not an uncommon question/problem with any allegorithmic product. Seems the simplest solution for the OP if he is going to continue to use SD is just export to another format that supports transparency (or just use GIMP to save the SD exported textures to a PNG format that has an alpha channel).
  13. There is no inherent diffuse+normal+specular.shader for decals. Look in the Shaders/decals folder. I am sure if someone is bored enough to play around with this shader it can be easily added.
  14. It would probably help new people if this information about CSG brushes was officially posted some where in the documentation or tutorials. Right now the issue with CSG brushes being collapsed and no longer individual entities which requires a mass or an empty script added to enable any interaction with the individual brush is being done by word of mouth. An official statement in the CSG tutorial about what happens at runtime and the need for mass/scripts should be spelled out in BIG FLASHING letters. This was not the first time this has got someone and it definitely will not be the last.
  15. You must have the wrong shader picked then if the normal is not showing up. Using your textures, here are the settings I used for the textures and material: Diffuse and Normal textures: Decal Material: //Leadwerks Material File blendmode=1 castshadows=0 zsort=0 cullbackfaces=1 depthtest=1 pickmode=0 depthmask=1 diffuse=1.00000000,1.00000000,1.00000000,1.00000000 specular=0.501960814,0.501960814,0.501960814,0.501960814 alwaysuseshader=0 mappingscale=1.00000000,1.00000000,1.00000000 drawmode=-1 shader="Shaders/Decal/diffuse+normal.shader" texture0="./damage001_diffuse.tex" texture1="./damage001_normal.tex" Results: Keep in mind low lit areas the normal will be hard to see.
  16. hehe... brain fart on my part. My box2 when I recreated your scene above does not have mass or a script, so it is getting collapsed into the scene at runtime. So yes this is crashing because box2 no longer exists at runtime. that will teach me to stay up past my bedtime.
  17. Seems like this is a problem with how SD exports PNG's not how Leadwerks interprets it. By taking the same images you posted in the other forum topic and saving them as PNG with GIMP, the images work as expected with transparency in Leadwerks. Also, its not just the uncompressed that shows transparency in Leadwerks. Saving those images as DXT3 and above show the transparency. You should be posting this problem to Substance Designer. As for as using DXT3 compression, that is only meant for full opacity or full transparency and may cause artifacts. DXT5 should be used for a transparency gradient or if the other compression methods cause artifacts. Uncompressed will work as well for full transparency gradients or removing artifacts caused by compression, just results in larger file. You need to review the Leadwerks Textures tutorial which explains this in the Compression section. Also changing the Filter Mode from Smooth to Pixel will help remove "bleeding" when using a compression.
  18. Has something to do with GetPosition() and using it within the function Script:UpdateWorld(). It works fine when used in the function Script:Start(). Also problem occurs with the release not just debugger. Only suggestion is to opt out of the beta at the moment and use an archive or the default.
  19. Sounds like you just need to update your project. The boolean parameter was added recently: http://www.leadwerks.com/werkspace/blog/1/entry-1622-beta-update-available/ The other option is to just remove the boolean parameter if you do not want to update the project. Same problem in previous post: http://www.leadwerks.com/werkspace/topic/14183-monsterai/#entry97287
  20. is there a camera in that scene or in the main program? Would be best if you provided an example that others could test.
  21. It may not - I cannot for say for 100% certainty as I am far from being a texture format expert. I am just going by what I have seen using the programs I have and what I just read in the wikipedia about PNG that it can have an alpha channel added. These two things seem to support each other.
  22. yeah this is weird. hmmm but it shows up in both. I don't know the difference. It looks like your program reads the alpha like it is saved into the color channels where as my programs see it as an independent channel. EDIT-- granted we are way off topic here - sorry for the derailment Scrot. But in any case as long as I can get a transparency gradient out of a PNG, I will continue to use it. Placing a TGA next to a PNG, and I can see no difference in what is displayed.
  23. Even used an independent texture viewer - LE's old Texture Tool - and it still shows an alpha channel.
  24. Try it for yourself. It was saved then reopened still shows an alpha channel.
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