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gamecreator

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Everything posted by gamecreator

  1. Try playing with the camera settings, especially the ranges http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/camera/ Though it might be a light thing
  2. This may not be the answer but try setting a higher MSAA level with this: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/camera/camerasetmultisamplemode-r802
  3. This may be worth its own topic to not derail this thread. Maybe specify there if you're looking for help with making a new model or just code (or both).
  4. Is there a page on these material rules somewhere? Maybe this should go on the wiki too as it's far from intuitive. Why not zsort? Why not blend alpha? I'd love to read about these things somewhere...
  5. And what if you load files from a custom list file you created? I think it's safer for the engine to assume that you may use any files you put into the project. Though in a perfect world there would be options and settings for this in the editor: 1. checkbox to automatically remove what it feels are unused resources 2. give you a list of unused resources with the option to highlight and include them
  6. You can get the Lua-only version right now from Steam. The Lua & C++ version from the Store on this site hasn't been released yet.
  7. I like using decals for ground and wall textures as well to mix things up. Cracks for tiles, dirt and small rocks for ground, moss for rocks, etc. I hope these will be easy to add in the editor and via code. Edit: also footprints in snow and sand and blood on the ground and walls.
  8. Shadmar created some nice water here for 3.1 http://www.leadwerks.com/werkspace/files/file/468-water-prefab-for-leadwerks-31-steam-ed/
  9. That is a very generous offer and I know it will take a lot of hours of work. I wish I had a game project I could make use of this for. Also, don't know if you've ever played an older game called Star Control II but that's what popped to mind when you mentioned creating an alien. And, of course, Starcraft II. The sketches look nice, by the way.
  10. Third person camera tutorial already exists: http://www.leadwerks.com/werkspace/page/tutorials/_/making-a-third-person-camera-r16 RTS camera should be pretty straightforward: you put it above ground and point it down. Move it when mouse is at edge of screen or arrow keys are pressed. But maybe that's simpifying it too much.
  11. It looks like the above just links to the new Workshop now. Where can we find the old games and other items for LE2?
  12. I was playing with the idea of making my own editor and this would be useful. I know LE2 had text file maps but these are binary and I wouldn't know where to start. I also noticed that map.h had two save functions commented out. Not sure if those functions are safe to use... And of course the documentation only has a Load function as well.
  13. Regarding terrain, you can create it, shape it and texture it directly in the Leadwerks editor. It also allows you to import and export heightmaps.
  14. Wouldn't it just be a matter of checking to see if the model has bones? I would also love it if the editor mapped models automatically. It would save a LOT of time.
  15. Ah yes, that's what I thought I remembered. I remember the screenshot got me pretty excited about it. Too bad about the collission issue.
  16. As Rick said. I didn't know you could do that!
  17. Try your Steam install path or your My Documents folder. http://www.leadwerks.com/werkspace/topic/8086-importing-old-projects-into-the-steam-edition/ http://www.leadwerks.com/werkspace/topic/8085-steam-creating-a-new-project/
  18. Josh already had a status update thanking Aggror and Rick especially, since they do indeed help the community the most.
  19. Would this be directly related to creating portals? Somehow Portal / Portal 2 creates round portals and I'm not sure how much harder that would be to create - but it would be really nice to see.
  20. Yes! And I think shadmar or tjheldna or someone already did this with 3.0.
  21. Even before I read your post I was going to suggest making these quick and to the point. Thorough tutorials are fine but I personally find things like the code examples and snippets incredibly valuable in large part because they're to the point and there isn't any fluff or unnecessary code to wade through and try to figure out. Tutorials shouldn't show off or be complex. The more time someone needs to devote to figuring out what's going on, the higher the chance that they'll abandon the tutorial in frustration. If the video needs to be longer, break it into sections. Achieve the basics then build on them in layers. Just my thoughts but my patience and attention levels are also rather low.
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