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macklebee

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Everything posted by macklebee

  1. You are setting the buffer color to white when you clear it which results in a white background. Same would happen if you set the color to red and you cleared it would result in a red background. Try setting the color to (0,0,0,0). Also, you are using 5 parameters in your setcolor() - not sure the mode parameter is a part of the buffer's SetColor()? But it looks like you are also missing setting the blendmode to alpha prior to clearing? Maybe have to set the alpha to 1 prior to clearing for your needs... hard to say since you don't give us enough information to understand what you are trying to draw. Look at my example post from the post you linked to: Buffer:SetCurrent(mybuffer) context:SetBlendMode(Blend.Alpha) context:SetColor(0,0,0,0) mybuffer:Clear() context:SetColor(1,0,0,1) context:DrawText(os.date("%I:%M:%S"),25,45) tex4 = mybuffer:GetColorTexture(0) mat1:SetTexture(tex4,4) Buffer:SetCurrent(buffer) context:Sync(true)
  2. that screenshot makes me miss 3dws... will Leadwerks 5's editor finally have the ability to move the individual vertices like we could do in 3dws?
  3. surprising you would want to walk away from your brand recognition that you have built up for over a decade by abandoning the Leadwerks name...
  4. Are you assuming the collision is only happening once? More than likely when a collision occurs, its triggered multiple times. A box falling on the ground is not just a single collision. If you are not performing a check to prevent it, the second reported collision will try to release an entity that has been already released by the first reported collision. Without example code, we can only guess what you are doing wrong.
  5. There have been several shaders that use masks (in various capacities) - found within 5 minutes of searching for the keyword "mask". I also remember shadmar having several posts in the past where he was using masks for 2D effects as well.
  6. OOP, please. Mostly for the selfish reason that it allows me for the most part to use old code without having to completely rewrite it and procedural will pretty much guarantee that majority of your current users will be frustratingly be typing in the wrong code because they keep forgetting that you just decided to randomly change your API syntax.
  7. What "model settings" are you referring to? Are you referring to the model's material settings? Are you talking about physics shape? Or are you talking about the appearance/physics settings that can be saved for a model once placed in the scene or saved as a prefab? Need more information or we are just guessing.
  8. See above. Try the regular diffuse. That flat diffuse shader does exactly what you are not wanting.
  9. Open up the material in the Material Editor and change the diffuse color. Save and exit. Sorry I see you said flat diffuse. Thats what that shader does. It sets the diffuse color to (0.5,0.5,1.0) and the normal to 0. Maybe picking the regular diffuse shader with no normals will give you what you are looking for.
  10. Without posting the model, we can only guess what you are alluding to... holes in circle things? no idea what you are trying to describe. Post the model and what it is supposed to look like in your own post. Do not hijack this bug report with something unrelated to the OP's report.
  11. Sure, make the fog out of particles with maybe a combination of adjusting the start of the fog range with SetFogRange().
  12. Are you creating worlds that large? If they are about the same size as shown in your pictures then a world size of 1024x1024 should be enough.
  13. Was going to suggest this as it was available in LE2, but I didn't see it in lua or the documentation so I was unsure if it existed anymore. Can we please get this exposed to lua?
  14. Glad to hear you fixed the issue simply by fixing the weighting, but the model definitely did have problems with the faces in LE. They were inverted which is why you could not see them unless you flipped the faces in the Model Editor.
  15. Here! is! your! model! in! several! other! modeling! programs!!! From left to right, 3dcoat, uu3d, hexagon. The model has poor edge flows as shown by the banding. Now fortunately LE has a way fix poor modeling skills in the LE Model Editor. Open up model in the model editor, and click TOOLS>Calculate Normals... Try using the angular threshold option and lowering the angular tolerance to clean up the normals on the faces causing the banding.
  16. First thing I see is that the parts that are not visible in LE are not part of the animated hands. You do not appear to have weighted their vertices to the hand movement. Also, the parts not seen have their faces inverted. You can see this in the mdl version I created where I had fixed the gun model not being weighted completely to the hand model animation. Open up in the model editor, click Tools>Flip Faces and you will see your missing faces. If you fix the weighted vertices issue and flip the faces on those parts in your modeling program, it should look correct. m9_hands_modified.mdl
  17. It would help if we could get the model to look at, but if I had to guess - it looks like you need to invert the normals on those faces prior to export from blender. Another thing to try is to add actual materials to the meshes. Make the material for the gun 2sided to see if it shows up. But more than likely the face is just inverted on the model so when imported the face appears invisible because you are viewing it from the backside.
  18. or if not vegetation but just a model, then look at the View Range setting in the editor under the Appearance tab in the Scene panel. https://www.leadwerks.com/learn?page=Tutorials_Editor_Scene-Panel or if you are creating these models dynamically through code, then set the view range by SetViewRange().
  19. Try using SetAnimationFrame() instead. It doesn't appear child entities will animate with PlayAnimation(). Also, just a side note: PlayAnimation() only needs to be called once unlike SetAnimationFrame(), so you would not use it as shown above.
  20. Click the Learn header at the top of page and it will take you to the Leadwerks documentation. If you look at the Entity>Camera documentation, you will see camera class functions. One of these functions, SetRange(), will perform what you are wanting. https://www.leadwerks.com/learn?page=API-Reference_Object_Entity_Camera_SetRange There are a lot of good examples and information in the documentation. It will benefit you to become familiar with it.
  21. This lua code works: function Script:Start() System:Print("Model Name: "..self.entity:GetKeyValue("name")) local children = self.entity:CountChildren() for i = 0, children-1 do System:Print("Child "..i.." Name: "..self.entity:GetChild(i):GetKeyValue("name")) end end
  22. Refer to the LE2 math.lua script which had useful functions to address this. math.lua Granted looking over the wiki, LE4 may already have this code incorporated into Math:DeltaAngle(), Math:CurveAngle(), and Math:IncAngle(). It appears you are trying to re-invent what Josh has already provided to you.
  23. Since you are making us guess by not providing the files in question, then my guess is that you haven't reset the transforms in blender prior to exporting for use in LE. Also, keep in mind that LE needs bones and keyframes that give position and rotation of those bones.
  24. Still works in Win7 - maybe try running in compatibility mode?
  25. Having a shadow shader will not make a difference if the above items are not selected properly. By selecting cast shadows in the material, it appears to add a default shadow shader anyways.
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