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shadmar

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Everything posted by shadmar

  1. Well, either way (havent tested), but in theory you can: 1. store your world objects in an array or list when loaded from the map : http://www.leadwerks.com/werkspace/topic/6386-c-finding-entities-in-a-scene/page__hl__map or http://www.leadwerks.com/werkspace/topic/6887-communicating-from-lua-to-c/ 2. check if entity->GetClassName=="DirectionalLight" && entity->GetColor().x <=0 then it's night.
  2. Here is the hack if you need : Shaders/Terrain/wireframe.shader comment: //fragData0 = vec4(0.0,0.5,0.0,1.0); Same for Shaders/Editor/grid.shader if you need that gone aswell.
  3. Nice deal, bought it aswell, noticed Leadwerks is also on sale 50%.
  4. Not a solution but I usually just use a local git repo on my project, and just purge everything "new" coming in after update. And accept updated items to prevent this.
  5. Default drawdistance is 1000, and the dome is 1000. so you can do either : - If you have a camera object, increase range in the editor panels or - Decrease the Sun's child object to 950 (skysphere) using the scale parameters in the editor or - Increase camara drawdistance using camera:SetRange(0.01,2000) or Hack FPSPlayer.lua adding the line above just below camera:Create() or Use the postoprocess hack : http://www.leadwerks.com/werkspace/topic/10337-having-issues-with-zooming-out-in-the-terrain-editor/#entry76292
  6. Here is a hack to increase viewport drawdistance to 4096 unzip in posteffects folder and add Viewport_drawdistance_4096.lua as posteffect under the scene tab. Viewport_drawdistance_4096.zip
  7. @Aggror, I think he means the viewport camera, while editing the terrain.
  8. Wasn't sure where to put this since I can't get it to work in the workshop since it needs a big controlscript. Anyway here it is : General Preetham skymodel is used (look up on wikipedia) UnCharted2 tonemap Procedural stars at night Procedural Clouds. Alot of adjustables Install Download at bottom of page here Unzip straight into the projects root folder Use Drag the Sun prefab from the prefab folder You can adjust all sorts of stuff in the script tab of the Sun object It will adjust to the rotation of the Sun (which is a directionallight) when you run (F5/6) Works very well with bloomsettings : luminance=0.11 midgray=0.158 whitecutoff=0.298 Added one small example map as well in the maps folder. Update : Fixed the ATI issue, thanks TattieBoJangle Fixed the cloudscale issue, thanks HaydenMango Skydome now follows the camera (if found) Skydome resizes to the camera's drawdistance (if found) Added adjustable bloom settings (if workshop the bloom is added the scene) Edit: soon inthe workshop.
  9. Also : http://www.leadwerks.com/werkspace/blog/1/entry-1203-beta-branch-update-tons-of-art-pipeline-enhancements/
  10. As YG suggests, we could, but would need depth information sent to the particle shader.
  11. Yes : http://www.leadwerks.com/werkspace/topic/9736-particle-velocity-is-realtive-to-fps/
  12. What are soft particles?
  13. yes really nice and easy now.
  14. It's centimeters now Tools->Options->ViewPort->Grid Units (set to meter to get back where it was), but grid snap will then also be meters.
  15. I guess your site got hacked? Parse error: syntax error, unexpected '<' in /home/aggror1x/public_html/php/objects/downloadlistobject.php on line 23
  16. Debug process uses a network port to send debugging information, maybe your windows firewall or somethng blocks it? Is F6 Release mode running ok?
  17. You can also explode faces aling their normal using a geo-shader (and animate it), but they wouldn't have any physics.
  18. If you name a group in your mesh for collision it will be collidable on import. http://www.leadwerks.com/werkspace/blog/1/entry-1203-beta-branch-update-tons-of-art-pipeline-enhancements/
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