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franck22000

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Everything posted by franck22000

  1. Then if Pancakes want it, i want it also ! Arrr... you just wait
  2. franck22000

    Persistence

    Thanks to keep us informed, that's very important, i can smell the Global Illumination somewhere I just hope that it will be possible without some hudge headache to convert a 2.3+ project to the new 3.0 engine.
  3. SSDO seem to be blured now, so it's less grainy and it's better in my opinion
  4. Ok, i think that a lot of users are going to need to have this feature to make some destrutible trees, and advanced interactions with vegetation. Done with my questions.
  5. Thanks, it's good to know, im sure that a lot of people need this, are you going to make single entities of vegetation layers selectables then ? Nothing else to report for now
  6. Thanks for your efforts josh ( and it's nice to have the version.txt updated ) Problem > Picking is not working on vegetation layers. Repro: - Start the editor - Load the artic terrain map - Start the FPS controller script - Try to shoot a tree, there is no particle effect on the trees because the picking is not working on layers.
  7. I would like to ask if this is possible once in game to get an entity list of all trees that i have placed in the editor with the vegetation layer tool. I would like to do some falling animation if a vehicle hit a tree or something like that. When it's going to be possible to select and move models mannualy in vegetation layer Josh ? I also wanted to say that the picking is not working on the models of this vegetations layers Someone can help me ? Thanks
  8. The base layer is a very good feature to make the terrain look more natural for example if you use the texture map generated with L3DT But this base layer is not working outside the editor so it is useless. Here is the result with and without a base layer with my terrain: My base map: Image Without: Without With: With
  9. I wish you a good luck for the future Flexman
  10. Yes it was possible to have 2048 resolution in 2.31 :s Also i have reported it in the bugtracker but the editor dont save the base texture in the .sbx file, so when i use the loadscene command in c++, the base texture is not displayed on my terrain. I hope that you can fix it asap josh i really need this great feature to make my terrain more natural
  11. For the moment in the editor with the last update, the lighting is completly ****ed up for me
  12. Thanks Masterxilo, yes i try to code in a way that it's easy to update things in the future
  13. Hello, my question is for josh, will it be easy or even possible to swith an existing 2.+ project on the leadwerks engine 3.0 ? I am programming my game in C/C++ language and i wanted to know if the whole list of actuel commands names of the engine are going to be changed ? Wich kind of things i need to avoid to switch my game easily on LW 3.0 ? I think it's important for 2.+ users to know it
  14. + 10000 ! it will help us to do some development plan for our projects ...
  15. franck22000

    Sunrise, sunset

    Very nice Josh this will help some users Is it going to be available in 2.32 update ?
  16. Hello Marleys, nice project, that's good to see some gameplay on the engine Are you using recast for pathfinding ?
  17. I like the SSDO shader too but as Mickael Betke said: So Josh is it possible for you to update the source code of SSDO to to this ? It would be very cool for a lot of user
  18. If found a new SSAO that is looking great in this thread on gamedev forums: http://www.gamedev.net/community/forums/topic.asp?topic_id=556187&whichpage=9 Maybe someone can convert it for leadwerks, im pretty noob with shaders Images: Video: Have fun with that
  19. Hello Impz0r ! - The licence of the engine is a commercial one, if you buy the licence you are able to sell your game without any extra cost and limitations. - You can sell unlimited number of games B) - The licence is a per user one, so if you are 2 people who are using the engine tools to make your game you need to buy two licence. - As far i know the engine is working without any problems in C#, there is one sections in the forum dedicated to it and it's quite active. I recommend you to buy this engine, it's start to be very great and the comming features are very exiting, tesselation, new networking, Highly optimized rendering system.... Have Fun EDIT: Pixel Perfect was faster
  20. I think that we dont have to wait for a long time before the final version now, i hope that julio will fix the colision problem very fast. If i can ask for something it would be great if josh can update his SSDO filter with blur to make the effect better than now.
  21. yep, im agree with you but Josh is asking for it so.... im going to do it
  22. Just a working source code sorry, so Josh can run it and look at the bug Im going to make it but tommorow, i am to tired to do it now, im going to bed ( 2h00 AM in france)
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