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Everything posted by shadmar
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Do you run of an intel integrated card?, they often complains when vecs are converted. Anyhow change line 317 to : float cmix=cloud.x*cloudmix;
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I got hacks wich doubles the range (and might create artifacts), but try setting lightning quality first to high and see if it's enough. You can set it in the editor : Tools->Options Video or by code : self.world:SetLightQuality(int)
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Ah yes that would be correct. Thanks!
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Glow shader is called : diffuse+normal+specular+emission.shader Glowmap goes in texture4 slot yes
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Show the Properties tab.
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What shader and blendmode are you using? Show the Properties tab.
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This should now work in the latest beta function Script:Start() --Adjustables, size and treemodel local terrainsize=4096 local number=2000 local model=Model:Box() model:SetScale(1,50,1) --Find the terrain ( I know, but currently the only way ) local world=World:GetCurrent() for i=0,world:CountEntities()-1 do if world:GetEntity(i):GetClass()==Object.TerrainClass then self.terrain=world:GetEntity(i) tolua.cast(self.terrain,"Terrain") break end end --Put "trees" at random positions if self.terrain then for i=0,number-1,1 do local m=model:Instance() local pos=Vec3(Math:Random(-terrainsize/2,terrainsize/2),0,Math:Random(-terrainsize/2,terrainsize/2)) pos.y = self.terrain:GetElevation(pos.x,pos.z) m:SetPosition(pos) end end end
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It's not exposed to lua (looking in the headers), so It won't work in lua, this is probably a bug yes
- 3 replies
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- documentation
- missing function
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For those uneven sculpters Rename the existing scultp.shader and unzip into : Shaders/Editor/TerrainTools/ sculpt.zip
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Leadwerks 2 had them.
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I have remade it with sounds, and a nice fire shader ready for the workshop. But the material strips off the shader. Shader is placed in the same directory as the material. So local mat file looks like this : blendmode=3 castshadows=0 zsort=1 cullbackfaces=0 depthtest=1 depthmask=0 diffuse=1.00000000,1.00000000,1.00000000,1.00000000 specular=0.501960814,0.501960814,0.501960814,0.501960814 alwaysuseshader=0 mappingscale=1.00000000,1.00000000,1.00000000 drawmode=-1 shader="./flames.shader" (also tried without ./ ) But when uploaded to Workshop, the material just has a blank field on the shader when materials is opened. The log says : Loading material "flames.mat" [300989568]... Loading shader "C:/Users/fk/Documents/Leadwerks/Projects/to3/flames.shader"... Error: Failed to load shader "C:/Users/fk/Documents/Leadwerks/Projects/to3/flames.shader" Oh and this is what it should look like if I get it correctly uploaded :
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Tip for adding fast bloom (good looking) to the sky: 1. Add bloom from the workshop to your scene tab : http://steamcommunity.com/sharedfiles/filedetails/?id=256268930&searchtext= 2. Add a pivot to your map and connect this bloom control script : function Script:UpdateWorld() if self.camera==nil then local world=World:GetCurrent() for i=0,world:CountEntities()-1 do if world:GetEntity(i):GetClass()==Object.CameraClass then self.camera=world:GetEntity(i) tolua.cast(self.camera,"Camera") System:Print(world:GetEntity(i):GetClassName()) break end end else self.camera:SetKeyValue("bloom_Luminance","0.11") self.camera:SetKeyValue("bloom_MiddleGray","0.158") self.camera:SetKeyValue("bloom_WhiteCutoff","0.298") end end Edit: Correction, WhiteCutoff 0.298
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You might need to cast it first, something like this to get its methods : local model=self.entity:GetChild(0) tolua.cast(model,"Model") local surf=model:GetSurface(2)
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Ah sorry, forgot to F5 before posting that (fiddeling in the editor), but macklebee and aggror covered it all, yes.
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Remove context:clear() and use Project to get the box position in screenspace : function Script:PostRender(context) --Draw a line from box position to current mouse position local p0 = self.camera:Project(self.entity:GetPosition()) local p1 = Transform:Point(self.window:GetMousePosition(),self.camera,nil) context:SetBlendMode(Blend.Alpha) context:SetColor(1,0,0) context:DrawLine(p0.x,p0.y,p1.x,p1.y) context:SetBlendMode(Blend.Solid) context:SetColor(0,0,0) end
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1. Fix the bugs. 2. Performance 3. CSG tools like carve extrude and so on. 4. Vegetation paint, terrain holes.
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I tried, but I couldn't compute the matrix correctly in order to reconstruct screenspace positions from depth. So I want to have positions as a texture or inverseprojectionmatrix as a uniform ...or any way to get screenspace positions you can think of. Then I hope I can create the shader. https://github.com/IanLilleyT/Real-Time-Reflections-OpenGL/tree/master/data/shaders
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There is an unsupported Entity->AddBuoyancy in the standard version. Havent tested it for months tho.
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Have a look here : http://www.leadwerks.com/werkspace/blog/1/entry-1203-beta-branch-update-tons-of-art-pipeline-enhancements/
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Scene browser maxed out / not drawing new objects
shadmar replied to bandrewk's topic in Leadwerks Engine Bug Reports
Ouch, hope this wil get fixed soon. -
Click terrain icon on the left, I know.. not a fix, but clear the state.
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Yes last used material is always used when creating new CSG, even if it was in another project.
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It will fail if your box dimentions are greater than 1. This works in lua : http://www.leadwerks.com/werkspace/topic/10244-lua-tip-box-to-sphere/page__hl__lua+tip