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franck22000

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Everything posted by franck22000

  1. Nice Job ! Will you share the integration code to the community ?
  2. Wich is the problem that appears please ? It might be usefull for me to know
  3. Hello GameCreator, try this in your movement code loop: SetBodyVelocity(yourcontroller, Vec3( GetBodyVelocity(yourcontroller).X,- 10.0f, GetBodyVelocity(yourcontroller).Z) ); use it only if the controller is not airborne and it should fix your issue
  4. Hello vetal, there is no way to do this yet... i have asked Josh for this feature, but it still not here...
  5. So i think we should fill a bug report B)
  6. Hello omid, just read this: http://www.leadwerks.com/werkspace/page/Documentation/LE2/tutorials/_/artwork/tools/indoor-lighting-optimization-r18
  7. Very nice like always, you will made the life easier for hundreds of LE owners with this lib ! I want it now
  8. Thanks Vetal the example work, even with visual c++ 2010 I will need to see what is wrong with my own implementation since it crash...
  9. I have a bug with 2.5 Josh, with the new engine.dll i get a "thanks for trying leadwerks evaluation kit" at the start of my program
  10. Is it possible for you to distribure that shader josh ?
  11. Youre welcome well, in this case yes you can, it need some specific shaders changes if i remember, but i have seen baked lightmaps in LE working some time ago B)
  12. Hello Yougroove B) 1- No there is no royalties if you are selling your game. 2- As far i know yes you can convert models from blender 2.49 in the engine. 3- Dont know what you mean exactly, why you want to use lightmaps ? 4- You can protect your assets inside an archive with a password. 5- I think it's C/C++ and blitzmax, these are the most used languages.
  13. Hope you can convert this Glyph Bombing shader for LE it can be interesting for damage textures
  14. awesome ! Is there a way to draw some king a texture like bullets decals or something like that other than plain colors ?
  15. Thanks for the infos Pitty that you were not able to get MyGUI working it seem to be a good gui lib...
  16. just copy the shader.pak file of LE SDK inside the folder and it should work
  17. So today i made a bug report about the decals here: http://www.leadwerks.com/werkspace/tracker/issue-188-decals-issue/ Here is a demo, so you can test and reproduce the problem, please post your remarks in this post so it can maybe help Josh to solve this issue, thanks ! I WSAD keys and mouse to move camera Left Mouse Button to add a decal toward the camera direction Then you can add some decals, and move the camera very close to the decals and see the hudge fps drop If you have some Dll erros you may need this: http://www.microsoft.com/downloads/fr-fr/details.aspx?FamilyID=bd512d9e-43c8-4655-81bf-9350143d5867 Here is the code that i am using: if(MouseDown(1)) { TCamera _Camera = CRenderer::getInstance()->getMainCamera(); TPick _Picked; CameraPick( &_Picked, _Camera, Vec3(GraphicsWidth() / 2, GraphicsHeight() / 2, 100), 0); TMesh _Decal = CreateDecal(_Picked.surface, TFormPoint(Vec3(_Picked.X, _Picked.Y, _Picked.Z), NULL, _Picked.entity), 0.020f); EntityParent(_Decal , _Picked.entity, 0); PaintEntity(_Decal , LoadMaterial("abstract::bullethole.mat")); UpdateMesh(_Decal); AddMesh(_Decal , _Picked.entity); }
  18. Thanks for the answer Patte ! Your work is great ! Looking forward for the release !
  19. hello, josh said that ini files were not supported anymore to set the properties of a model
  20. If there is some problems why you dont post it in the bugtracker ...
  21. Hello I still have some difficulties to deal with terrain so here is my question. How can i get the terrain height at the camera position ? Do someone can give me a simple example code ? Thanks !
  22. I think that Josh said that it will not be free, But if you buy the beta you dont have to buy the final version and the beta will be at discounted price for existing LE developpers
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