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shadmar

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Everything posted by shadmar

  1. Maybe there is some issue if SteamLibrary is on D: instead of C: ? (havent' tried), if so it would probably be a bug. You could do a test and put LE in the default steamlibrary on C: and see if it makes a difference.
  2. @rick Yes thst might be, never tried your way. I was actually using a texture cycling example: http://www.leadwerks.com/werkspace/topic/9646-animated-workshop-waternormals-usage-example/page__hl__waternormals
  3. Might be something local on your side (haven't heard anyone having this issue yet) On my old laptop, I got red flickering lines along geometry when the gpu ran very hot, similar to what you described.
  4. That doesn't look correct, also for terrains you need a normalmap, or you will have black dots.
  5. For example if you want a steady counter to increase at the same rate no matter the fps you can do something like this in your update loop: In Start() self.index=0 in Update() local count = 0 self.index=self.index+Time:GetSpeed()*0.5 --0.5 just controls the speed here. count=math.floor(self.index) count will then have a steady increase no matter the fps.
  6. You invert alpha like this: (1.0-alpha)
  7. It's probably there, but I can't see it in the video.
  8. I have a ton of zip files in that folder from the workshop. somehow your not getting them stored there?
  9. Is this loadable, could someone test? 1. Download 2. Open map in editor (steam edition only) It should use workshop items only (so you need steam edition) Terrain was made in Geocontrol, textures are from workshop by ChrisV https://dl.dropboxusercontent.com/u/11319604/LE_maps/desertmap_workshop.map Should look like this:
  10. camera:SetRange(vec2) for the drawdistance. But not adjustable in the editor viewport that I know of (wich is a tiny bit annoying)
  11. Yep works here too now without gridview.
  12. OpenAL missing? And what exe, Leadwerks editor or a game you created?
  13. The lua exposed ones are these with //lua at the end. But no docs. virtual void SetMask(const bool red, const bool green, const bool blue, const bool alpha)=0;//lua virtual void SetColor(const Vec4& color);//lua virtual void SetColor(const float r, const float g, const float B);//lua virtual void SetColor(const float r, const float g, const float b, const float a);//lua virtual std::string GetClassName(); virtual void GetPixels(const char* buf, const int component)=0; virtual int CountColorTextures();//lua virtual void Clear(const int mode=Depth|Color)=0;//lua virtual void Enable();//lua virtual void Disable();//lua virtual int GetWidth()=0;//lua virtual int GetHeight()=0;//lua virtual bool SetColorTexture(Texture* texture, const int i=0, const int cubeface=0)=0;//lua virtual bool SetDepthTexture(Texture* texture, const int cubeface=0)=0;//lua virtual Texture* GetColorTexture(const int index=0);//lua virtual Texture* GetDepthTexture();//lua //virtual Clear(const int flags)=0; virtual void Blit(Buffer* dst, const int components)=0;//lua static const int Depth;//lua static const int Color;//lua static const int Color0;//lua static const int Color1;//lua static const int Color2;//lua static const int Color3;//lua static const int Color4;//lua static const int Color5;//lua static const int Color6;//lua static const int Color7;//lua static std::list<Buffer*> list; static void SetCurrent(Buffer* buffer);//lua static Buffer* GetCurrent();//lua static Buffer* Create(const int width, const int height, const int colorcomponents=1, const int depthbuffer=1, const int multisamplemode=0);//lua
  14. If you are using additive blending, youdon't need glow shaders, just the regular diffuse.shader as blendmode light will make it glow. Your texture should not contain alpha as black/dark areas will be transparent, while light areas will blend additive. mat should look something like this:
  15. I think Leadwerks company is relocating to Seattle, so there is a timeout of dev acticity atm.
  16. You can't use blendmode alpha since glow is set in the emissive channel and the emissive alpha channel is used for flags. But you can alpha mask it by adding this to the end if (outcolor.a < 0.5) discard;
  17. I don't think workshop is suppose work from non-steam edition?
  18. Wich is equal to +-1000 meters, so it's not possible to use this field to place items beyond this. I can drag items further, but the field doen't change. Workround is to use SetPosition in code.
  19. Maybe this should be in the bug section.
  20. In the frag: find : vec4 outcolor = ex_color; after add : outcolor.a=1.0; find: fragData2 = vec4(texture(texture5,ex_texcoords0).rgb,materialflags/255.0); replace it with : fragData2 = vec4(texture(texture5,ex_texcoords0).rgb*ex_color.a,materialflags/255.0); Then in your app use : self.entity:SetColor(1,1,1,glowamount) to set glow amount, and now you can make a blinking or fading glow in code.
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