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Everything posted by tjheldna
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Trying to create a realistic steam vent
tjheldna replied to karmacomposer's topic in General Discussion
I'd use the soft particle shader too. -
I did not know that thanks macklebee! I'm going to have to test this out.
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When upgrading your project: - Close Visual Studio - navigate to [your project]\Projects\Windows\ -rename the newly updated xxxxx.vcxproj file to something else ie xxxxx.vcprojct.aaa - rename the xxxxx.vcxproj.BAK file back to xxxx.vcxproj - Reopen the project in Visual Studio. That will bring back in all your files etc. Add in the includes and links that Josh mentions, rebuild and your done. This is much easier than creating a new project and moving everything.
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Shader Enhancements in Leadwerks 4.4
tjheldna commented on Josh's blog entry in Ultra Software Company Blog
Those scenes are looking fantastic. Great to see these shaders are pushed with the engine. -
Hi Josh, I'm consistently getting a Access Violation when creating an arch geometry. Cheers
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Was wondering if anyone has any idea on how to flip/mirror a model? if I set the x value scale to -1 the model does in fact mirror, however the models normals appear flipped also in the editor. Running the project must correct the value as it appears as it was before the -1 x value. Is doing this possible?
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I really like the new design, looks more professional, documentation is looking great. I wouldn't be surprised if you get a boost in sales from this. The only issue I can see is your profile picture border in the top RHS next to your user name is stretched. Also the header and menu in the docs appear on a different alignment to the rest.
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Also, If you have added this prefab to the world has it somehow lost it's instancing by the change of a value?
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No need to play() every frame, you only need to call it once (it actually should play by default when the entity is created). Try: emitter->SetLoopMode(true, true); or emitter->SetLoopMode(true, false); if plan to release the emitter yourself. Was thinking wonder if the Start function isn't being called in your emitter as prefabs don't call the start of child entities?
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Think the variable has to be of type Emitter so if you do this. Entity *expl1 = Prefab::Load("Prefabs/explosion.pfb"); Emitter *emitter = (Emitter*)expl1; emitter->Play(); emitter->Stop(); By casting it to the Emitter type I'm pretty sure you can Play/Stop it.
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Just a thought could you modify the collision response between characters in code? PhysicsDriver::GetCurrent()->SetCollisionResponse(Collision::Character, Collision::Character, 0); I don't know if that would work, but might be worth a try.
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I like your thinking, but the rings holding it on the rail would compress too unfortunately.
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For the purposes of my current task its for the sliding open/close of a shower curtain using scale it bunches up nicely. Basicly I had the animation done in 2 minutes and it looked great. Now I'm using move and adjusting the weight values which is impossible to get right without any clipping issues. I'd also like to use it on some of the fingers in some fps animations, for little adjustments. I know doing that isn't very realistic, but as long as it looks right, it dosen't matter. I'm pretty confident I'll need it in the future for models not yet developed I understand it's not a very common thing to do, but I think the exported animation should be true to what I'm seeing in a modeling program and should be free to use it.
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Thanks gamecreator for the info. Together with bones being pruned and now realised animating scale doesn't work, I'm struggling with the workarounds I have to do. Now that i'm animating more heavily than before. I'd expect that what I export is what I get in LE, why would I want anything else? Is it possible to rectify these issues please Josh? If you need a test file let me know.
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Hi Josh, Animated scaling of a bone in Akeytsu works as expected but when imported into LE only the move and rotate works. Is scaling of a bone not allowed in LE and is intended behaviour or is this a bug?
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Good to know. If it's not a supported feature then I'll stay away. It would definitely be a welcome feature to have back in the future.
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I remember using this and looked amazing, then it was removed. Are we ever going to see this back again? http://www.leadwerks.com/werkspace/blog/1/entry-1501-terrain-tessellation/
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While I'm downloading the trial just wanted to ask. Has anyone used the Marmoset Toolbag 3? https://www.marmoset.co/toolbag/ It's not a modeler, forget it =(.
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Have you tried deleting the .phy file of the rock and re importing?
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Entity drag handles (colored arrows) are not showing.
tjheldna replied to Einlander's topic in Leadwerks Engine Bug Reports
Maybe the rotation gizmo might be reborn with proper rotation handles.- 3 replies
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- drag handle
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(and 2 more)
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If you have a model with a collisionmesh attached and you use the collapse function. The 'collisionmesh' child is removed and collision is removed using that method.
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Would be good if there was a min and max scale slider for vegitation. The variation available is nice, but i'd like more control over it.
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Just checked one of my projects, I can confirm this also.
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Enemy Z Introducing our Winter Games project "Enemy Z" by Rick Shad and Tim Very few remain since the Z outbreak and day to day survival depends on your skill as a leader. Your task is to arm your survivors; fortify your postion with obsicles, explosives and traps; assist your survivors during the battle. Plan and defend well and you may just survive the hoards that await and find gear imperitive to your survival. Enemy Z came about the idea of reuse of code and models from previous projects to quickly prototype a new game. The creation of this game has been quite rewarding as we have seen a lot of progress in a short amount of time for example, content from our 'Dead Anyway' and 'Cobra' project code from 'urWorld', 'Dino Land' and others. There are still vast amounts we want to do and we still have a long list of new features and content we would like to have in, but see how we go in the time frame. Overview Survivor placement: Right click a character and move him to a different location. Fortify: - Cycle and rotate items to scatter around the scene and impede or destroy zombies. - Select between a wooden barricade, concrete barricade, cardboad box, and explosive propane tank. Wave Start: - Click the start button to begin the zombie wave. - Clicking on a character will cycle beweeen their primary and secondary weapon. - Survivors will automatically target the zombies, but is up to the player when to weapon cycle or click on explosive objects to detonate. - Survive all waves to complete the level Map: Once level is completed the map screen will load WIP
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Thanks for looking into that!