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Everything posted by shadmar
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Looks great, good job!
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@Ameshi : It should be used combined with bloom.
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Thanks Jorn, maybe one day. This will be a workshop item only very soon, and I will remove the links to the "standalone" one. The new version have some improvements.
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Fix for muzzleflash black box issue http://www.leadwerks.com/werkspace/topic/11597-black-box-around-pistol-muzzle-flash/#entry83701
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Black box around pistol muzzle flash
shadmar replied to Vaelek's topic in Leadwerks Engine Bug Reports
Hi Here a fix for that, just make sure the material for the daynight.mat looks like this, and you have no skybox added : -
Somthing like this not testet for a sinus wave (not tested); uniform float currenttime; .. fragData2 = vec4(texture(texture4,ex_texcoords0).rgb*sin(currenttime*0.001),materialflags/255.0); or like Josh suggests: fragData2 = vec4(texture(texture4,ex_texcoords0).rgb*ex_color.a,materialflags/255.0); Then in your app code send emmision strength by entity->SetColor(1,1,1,emissionstrength);
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You can also do this (not supported tho) : -- Get world self.world=World:GetCurrent() --Find camera by looping over every entity in self.world: if self.camera==nil then for i=0,self.world:CountEntities()-1 do --CountEntities is not a supported command if self.world:GetEntity(i):GetClass()==Object.CameraClass then self.camera=self.world:GetEntity(i) --GetEntity is not a supported command tolua.cast(self.camera,"Camera") System:Print(self.world:GetEntity(i):GetClassName()) break end end end
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That will work, assuming your model have 2 uv-maps and texture4 holds a texture. You can use these to test your shader : http://www.leadwerks.com/werkspace/topic/8439-fbx-converter-and-second-uv-channel/#entry65740
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Do you have a navmesh calculated for your map? They only navigate through navmeshes.
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Performance of Model Editor for larger meshes
shadmar replied to Rastar's topic in Leadwerks Engine Bug Reports
yes, black. -
Performance of Model Editor for larger meshes
shadmar replied to Rastar's topic in Leadwerks Engine Bug Reports
Yes that took a long time in the model editor. But just 1+ secondish to load in the editor itself. -
SetLinearDamping SetAngularDamping I think are useful for flight simulation.
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Not documented, but you can give it a go anyway: Entity class have this : virtual void AddBuoyancyForce(const float nx, const float ny, const float nz, const float d, const float fluidDensity=1.0, const float fluidViscosity=0.1);//lua
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Here is a quick and dirty way : 1. Install ImageMagick ( I used windows portable version ) http://www.imagemagick.org/script/binary-releases.php#windows 2. Mod app.lua to be square : self.window=Window:Create(self.title,0,0,System:GetProperty("screenwidth","1024"),System:GetProperty("screenheight","1024"),windowstyle) 3. Disable your ingame camera 4. Add a pivot or something where you want to create an envmap and attach this script. function Script:Start() taken=0 self.camera=Camera:Create() self.camera:SetPosition(self.entity:GetPosition()) self.camera:SetFOV(90) end function Script:UpdateWorld() self.world=World:GetCurrent() local context = Context:GetCurrent() taken=taken+1 --PZ if self.camera and taken==1 then self.camera:SetRotation(0,0,0) end if self.camera and taken==3 then context:Screenshot("./1.tga") end --NZ if self.camera and taken==5 then self.camera:SetRotation(0,180,0) end if self.camera and taken==7 then context:Screenshot("./2.tga") end --PY if self.camera and taken==9 then self.camera:SetRotation(-90,-90,0) end if self.camera and taken==11 then context:Screenshot("./3.tga") end --NY if self.camera and taken==13 then self.camera:SetRotation(90,-90,0) end if self.camera and taken==15 then context:Screenshot("./4.tga") end --PX if self.camera and taken==17 then self.camera:SetRotation(0,-90,0) end if self.camera and taken==19 then context:Screenshot("./5.tga") end --NX if self.camera and taken==21 then self.camera:SetRotation(0,90,0) end if self.camera and taken==23 then context:Screenshot("./6.tga") end end 5. Run your app 6. Use imagemagick montage from commandline montage -geometry 512 -tile 6x1 1.tga 2.tga 3.tga 4.tga 5.tga 6.tga out.tga 7. Resave out.tex as cubemap in LE texture editor. 8. voila... but there are small artifacts in the seams.
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Leadwerks Named Steam Community Choice Winner
shadmar commented on Admin's blog entry in Ultra Software Company Blog
I voted -
sculpt.shader line 27 if you want to hack it
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Editing LE-*.mdl Files and *.tex files externally
shadmar replied to R.E.Z.'s topic in General Discussion
In the tools folder you have fbx2mdl and img2tex, not sure if they are allowed to bundle with a game for modding support.