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Everything posted by Russell
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Many thanks!! But Nope... In the second screenshot i've shown you the bluegrid texture is correctly shown in the box... Mi BLUEGRID.TEX is in the DATA.ZIP inside the PUBLISHED game, check this screenshot: The texture is correctly exported and inside of data.zip. More ideas? Thank you very much.
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Greetings!!! It's been many months since the last time I've worked with Leadwerks, the same months since I've been here. I hope you are all OK. This week I have resumed my project, and I have come face to face with a problem that I still cannot solve in my Leadwerks. And this is the using of "Render Target" in the Camera entity. Inside Leadwerks it works great, and the camera image renders fine when running the game. But publishing/exporting the game in a Standalone, when I run it the texture doesn't receive the image projected by the camera. I've kept searching on Google and here on the forum, and I still can't find an answer to my problem. Can someone help me, because I can't fix this problem that seems so simple... I've been dragging it for very long time and I'm not capable of making this work in Standalone. Many thanks!! Many thanks in advance!!
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Merry Christmas to the great Leadwerks/Ultra Engine community!! I hope you are ok!! As I said long time ago, 2021 and 2020 have turned into strange years. Damned Pandemic days!!!
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I haven't needed it, since the update of the Nvidia Drivers has solved the problem for me. However if it happens again I will try removing the cfg file... Thanks ?
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It's 2021 and the same thing happened to me today!! Solved too updating to the last driver (From v.456 to v.466.27) of my NVIDIA card (GTX 970)... Anyway it's curious... Today in the morning my Leadwerks works OK. In the Afternoon too... But at night and (without any update of Windows or any program -Trus me, I have those very controlled in this computer), my Leadwerks has suffered this Poltergeist... Reboots, or verify my Leadwerks files on Steam, or Reinstall it doesn't work for me... Only the UPDATE of the NVIDIA driver solves this problem in my case.
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After a break i have return to my development on FotoMuseo 3D... In one month i will publish the v3.0 of the game with more content. I'm happy, very happy!!! I have made a little teaser with some of the new content: I hope you were all ok!! 2020 and 2021 have turned into strange years.
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One more year (and there are already 7) I want to congratulate Christmas with a very special Christmas Card: Thanks to the Forum team here for making my work possible. PS: "Sorry that the video is only in Spanish, but normally these congratulations are only seen by friends and family around me."
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@Josh is possible to close this thread? Is the third or fourth Spam attempt from new spam users here...
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Second Teaser of my game with the new content (For Steam use). Same structure as the first one, but with new gameplay inside:
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DEV Diary Chapter 4 - (Hidden Secret on level 2) Dragon Radar functional improvement:
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Many thanks!! Finally works for me in my code: --Declaramos y Guardamos la distancia entre los 2 objetos que nos interesan. local Distancia= self.Objeto1:GetPosition():DistanceToPoint(self.Objeto2:GetPosition()) --Declaramos y redondeamos la distancia anterior para quitar los decimales. local DistanciaRedonda=Math:Round(Distancia) "Math:" was the command I needed to get "Round()" working on "Distancia" variable. Many thanks!!
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Hello team!! I'm trying to ROUND a large decimal value obtained from DistanteToPoint: self.Object1:GetPosition():DistanceToPoint(self.Object2:GetPosition()) This is my line to obtain the distance that i show on screen with DrawText. But i don't know how encode or use Round() function to Round the value obtained from DistanceToPoint. I imagine it will be a simple line, but boy I am unable to code it. Many thanks!!
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Ok!! Now i have reached one satisfiying solution!!! With one more test i have solved my problems without use a duplicated script with another "FrameTexture2" variable. This 3 lines of CONTEXT in PostRender really solve my problem in this Poltergeist map maintaining the good functionality of the rest of the maps: function Script:PostRender(context) context:SetBlendMode(Blend.Alpha) context:SetColor(Vec4(1, 1, 1, 1)) --[[Block code of FRAMETEXTURE different uses]]-- context:SetBlendMode(Blend.Solid) end I don't fully understand why the translucent images originated only in this map, but this second solution is better for me than the previous patch I have written above.
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I have solve my Poltergeist team!!! After many, many, many tests, I have discovered that the problem of my translucent textures in the only map where I get the error is derived from the INTENSIVE use of a VARIABLE "FrameTexture" that I use to display ALL the HUD images in relation to to CARRY OBJECTS WITH OUR HANDS ... I control the entire HUD with "FrameTexture" variable, and it's possible that its use in that map is possibly saturated with the evolved idea of Marcousik. I think this is why I see all the DrawImage textures badly on the screen in that map: if frametexture ~= Texture:Load("Materials/Effects/black.tex") then context:DrawImage(frametexture, 0,0,context:GetWidth(),context:GetHeight()) else context:DrawImage(frametexture, 0,0,context:GetWidth(),context:GetHeight()) end I have tried to create a new script with another FrameTexture2 variable, and the problem in that map is fixed. The hud images are working ok in the map again. I don't like the idea of having a duplicate script that does the same as the old. And this, more than a solution is a patch that solves my problem. But I don't know the real origin of the Poltergeist. But hey!! To get out of the way is more than enough for me. ??
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Hello again team!! See if you can help me with a Poltergeist that has suddenly appeared on one of the maps in my game. I use a Script to display images on the screen using "context: DrawImage". Until yesterday the images were showing me correctly on the screen. As I show in the following image: But today, as I continue working with the map, the textures appear like this. Translucent and in a gray color: The only change i have made to the map since yesterday has been to add 3 ship models and animate them with 3 platforms. I use the same Script to display the same images on other maps in the game and it still works fine on them. I don't know why the images have started to look like this only on this map or where the problem comes from to fix it. Has someone a similar Poltergeist happened to him??? Or any idea how to fix it? Any help or clue with this will be welcome!! Thank you!! PS: "I've tried creating another NEW scripts to show the image or another images, an NO ONE of the images or the Scripts show the images full coloured. I don't know what more inspect..."
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Standalone game crash at launch because of failing assert.
Russell replied to Ttiki's topic in Leadwerks Engine Bug Reports
I can not believe it!! It works !! By simply writing them like this and COMMENT them, it works for me!! Do you know the amount of f***ing boxes with the textures that I have had to create throughout the 19 damn maps of FotoMuseo so that I don't get the assert error??? Now I can remove them and with a commented line of code for each of the .tex that I load on the screen along the game is enough!! Many thanks team!!! -
Standalone game crash at launch because of failing assert.
Russell replied to Ttiki's topic in Leadwerks Engine Bug Reports
If i use this line of code: --frametexture=Texture:Load("Materials/MisTexturas/Dialogos/Dialogo1.tex") --frametexture=Texture:Load("Materials/MisTexturas/Dialogos/Dialogo2.tex") --frametexture=Texture:Load("Materials/MisTexturas/Dialogos/Dialogo3.tex") --frametexture=Texture:Load("Materials/MisTexturas/Dialogos/Dialogo4.tex") --frametexture=Texture:Load("Materials/MisTexturas/Dialogos/Dialogo5.tex") --frametexture=Texture:Load("Materials/MisTexturas/Dialogos/Dialogo6.tex") --frametexture=Texture:Load("Materials/MisTexturas/Dialogos/Dialogo7.tex") --frametexture=Texture:Load("Materials/MisTexturas/Dialogos/Dialogo8.tex") --frametexture=Texture:Load("Materials/MisTexturas/Dialogos/Dialogo9.tex") In my script... Is it enough??? I'm trying with the INTRO project put in this thread and works for me... I will try it with my project... -
Standalone game crash at launch because of failing assert.
Russell replied to Ttiki's topic in Leadwerks Engine Bug Reports
Kaixo Ttiki!! Do you finally solve this problem? It also happened to me and I had to solve it by loading the textures on the faces of several BOXES (out of the player view) to solve the problem and for "only used files" option to put the files in the zips in the Standalone publish. But if you have achieved/solve this through code, could you tell me how you have done it? I don't quite understand what you said @Josh in this line: But i'm sure will be useful to me once I know how to write that example of code. How do I solve this problem using code? How have you solved it Ttiki? Thank you very much!! -
DEV Diary Chapter 3 (Before and After) ?:
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BEFORE and AFTER of the grass on Level 1 - Tutorials. Thanks again @Josh! Cheers!!
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(Solved) Problems with my own grass design for Vegetation Tool
Russell replied to Russell's topic in General Discussion
Love you one more time Josh!! Here the shaders i need for my own Grass (Painted my own, or taken with my camera) works: Here the result with painted grass: Many many thanks!!! -
Hello team!! I'm trying to create my own grass model for Vegetation tool. I've got NATURE PACK and i love it with all it's stuff. But now i want to create my own grass model based on one garden i love and i've taken photos to it. i have one problem and i don't know how search it to find the answer... HERE: With the camera going FAR my grass appear after use it on VEGETATION TOOL. But when the cámera goes near: Grass dissapears... With the camera close to it (or PLAYING the map on FIRST PERSON view): Grass doesn't appear... It doesn't appear neither under my feet when i execute the map. I think, this is like the RANGE parameter for lights, lens flare or audios on noise.lua... When you are far, you can't see/listen them... But here???? How resolve this mistery when my grass appear correctly when the camera is far away but never ok when the camera is close??? I don't know what search to find someting that help me out with this problem...
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Second chapter the Stargate Earthgate DHD calling system...
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Developer Diary with quick vídeos about showing little works and develpments for FotoMuseo. First Chapter, Teleport System (thinking about to design 1 new place in the mountains).
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