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shadmar

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Everything posted by shadmar

  1. See if Options->General->Automatic Asset Reload is checked.
  2. Update - All shaders now work in published games. - Added a pixelate shader. - Installable in stable version (not just for beta anymore)
  3. That is wierd. Maybe it's driver version related.
  4. Looks great YG, however imported smoothing looks abit wrong. How do they look with a 35 degree angle normal recalculation?
  5. World:GetWaterHeight()
  6. Should be about here : C:\Program Files (x86)\Steam\SteamApps\common\Leadwerks Game Engine\Library\Windows\x86\lua51.lib But could be that is only included with the std ed?
  7. I was thinking (haven't tried, but you could): self.dir=player:GetVelocity():Normalized() model:AlignToVector(self.dir)
  8. Your demo works now http://www.leadwerks.com/werkspace/topic/12065-demo-map-04-moving-platforms-elevator-fallthrough/
  9. Like for RakNetLua : http://estudiodeaplicaciones.com/raknetlua/ ? DLL download : https://mega.co.nz/#!VMBASCia!IUa6MJOYefBpOhgEnA0AOJKiwiTpJ5vVCcdv7YrnlrA
  10. I thought on this one a while back: http://gamedevelopment.tutsplus.com/tutorials/bake-your-own-3d-dungeons-with-procedural-recipes--gamedev-14360 Great article.
  11. If you play the demomap and put a brick on the plank, the plank sinks through the floor.
  12. If you play the demomap, you will fall through the elevator going up/down, platform number 2. Maybe related to this aswell : http://www.leadwerks.com/werkspace/topic/11969-falling-through-elevator-floating-boxes
  13. ImageMagick (works on all platforms) can assemble 6x1 for you like this : montage -geometry 512 -tile 6x1 1.tga 2.tga 3.tga 4.tga 5.tga 6.tga out.tga
  14. Here is a quick start: uniforms = values provided by application or engine (like Leadwerks), this usually what makes other shaders hard to use in Leadwerks since the naming here can be anything, everyone uses their own convension. out = usually output from the vertex shader for input in fragment shader in = input, usually from the vertex shader cameramatrix = viewmatrix in other shader references camerainversematrix = inverseviewmatrix in other references. projectioncameramatrix = viewprojectionmatrix, MVP, has several names used around.
  15. Nice picture, but the sun and the directionallight are not aligned. Light comes in from the left, while your sun is dead ahead
  16. Rick have some atlas shader code here: http://www.leadwerks.com/werkspace/topic/11005-print-out-shader-values/
  17. At some point an editor copied model was an seperate entity, this got changed a while back to be instanced copies. And I agree, not so intuitive, it should be allowed to both, by a shortcut orso.
  18. Here is what I use to attach something to camera: --CamAttach.lua function Script:Start() self.cam = self.entity:GetParent().script.camera self.entity:SetParent(self.cam) -- this will oveerride the parenting to the charactercontroller. end
  19. If it is the same exact model, it's an instance of the first one, so yes they would have the same material. You have to load them in code as an asset::copy or use sepeate mdl's to get around this via editor. You could also use an atlas shader to vary the instances (which would be faster than seperate copies to render)
  20. Gonan reported a limit of 50 here http://www.leadwerks.com/werkspace/topic/11958-workshop-downloads-failing/#entry86708
  21. http://www.leadwerks.com/werkspace/topic/11674-textures-on-terrain-are-blurry/#entry84339
  22. It's not so simple, to witch of these are you a parenting when you just do SetParent(player) ? Player is a model Player is a charactercontroller Player is a camera Player is a pivot Player is a flashlight
  23. Parent the camera, the player can be several things.
  24. Nice request, +1, but can't you just build a table of materials with corresponding sounds, then use Pick()->GetSurface()->GetMaterial(), compare against table and set the appropriate sound ? (haven't tested this was all in theory)
  25. Just turn it on. This does not require sandbox on or off.
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