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shadmar

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Everything posted by shadmar

  1. Very well thought out entity system. Open shader system. Lighting is great. Editor is great and getting better by the update. Alltho I have both indie and std edition, I prefer the simplicity of lua, but the cpp when needed option is great. Almost no kids trolling/polluting the forum, (don't you ever make a free version..)
  2. shadmar

    Explosions?

    You can playback a 6x6 spritesheet using a pure shader with uvmap, like this : //control float images=6; //6x6 spritesheet float speed=10000; float X=floor(images*(mod(currenttime/speed,1))); float Y=ceil(images*(mod(currenttime/(speed*images),1))); outcolor *= texture(texture0,vec2(ex_texcoords0.x/images+X/images,ex_texcoords0.y/images+Y/images));
  3. Delete the steamid.txt file might help.
  4. Entity:Point() works ok for this I'd think too.
  5. CountEntites and GetEntity are not official supported commands or subject to change. There was a post somewhere...
  6. Like this : http://glsl.heroku.com/e#14949.0 ?
  7. A procedural maze using Prim's algorithm. It's very unpredictable since you are not guaranteed any entry or exit...
  8. Here are the missing shaders from steam version, give it a try in a project to see if it works: _shaders.zip
  9. http://www.leadwerks.com/werkspace/topic/10794-needing-help/#entry79138
  10. http://www.leadwerks.com/werkspace/topic/10794-needing-help/#entry79138
  11. Posteffects are not supported. (and I don't know why.. it just blanks out the water)
  12. Ok here it is : 1. Unzip into your projects root and load the Water Example map OR 2. Drag Water.mdl into your scene (from Materials/Water) 3. Add your player prefab. 4. Add a skybox in the Scene/Root 5. Make sure all fields look like this , then hit run : Water_with_examplemap.zip
  13. Ok I will fix the waterprefab today.
  14. Not very exciting : http://steamcommunity.com/sharedfiles/filedetails/?id=315653720&searchtext= Here are the source for thise wanting to mod it. starbox.zip
  15. I don't know, but the standard crawler materials also makes csg disappear. My variant uses the diffuse as discard mask and alpha as strength. If script or mass, then it's an entity yes.
  16. It's for skinned animated boned stuff, so I guess it will not work on CSG.
  17. that link you posted at the top, links to a Leadwerks 2.5 shader which unfortunately won't work in 3.2.
  18. pm'ed, not really finished just in a wip form for now.
  19. These might help : http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/window/windowmousedown-r456 http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/window/windowmousehit-r457 Edit: ah Key. values..
  20. Spinned off whiterabbits shader :
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