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shadmar

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Everything posted by shadmar

  1. Probably not. Unless you render them in sequence. Entity scripts are not executed in sequence. Yor first script might have moved the camera from the position set in the second script and vice versa. Or updated the shader with the buffer from the first.. or second..
  2. You can set shadow quality in options.
  3. or it seems to start at 0,0,0 then it might move to the position sometimes set in editor after 2-4 seconds.
  4. You can add a script to it something like : function Script:Start() self.entity:SetPosition(0,4,0) end
  5. Seems like position set in editor is ignored, so it will be at 0,0,0, that has to be a bug. If you set position by script it works.
  6. Seems like position set in editor is ignored, so it will be at 0,0,0, that has to be a bug. If you set position by script it works.
  7. In theory we could do something like this : self.shader=Shader:Load("Shaders/Lighting/directionallight.shader") self.shader:SetVec4("ambientlight",0.1,0.1,0.1,1) But I think I hit a bug. But then again why not use this from any script : App.world:SetAmbientLight(0.08,0.08,0.18)
  8. SetVec2 works ok.. How to reproduce : self.shader=Shader:Load("Shaders/Lighting/directionallight.shader") self.shader:SetVec4("ambientlight",1,1,1,1) Also tried : self.shader=Shader:Load("Shaders/Lighting/directionallight.shader") self.shader:SetVec4("ambientlight",Vec4(1,1,1,1))
  9. It's easy, just make roof and walls 0.01-0.25 thick and they bleed in the corners/intersections, everything above 0.25 seems pretty sealed. 0.5 or higer would be recommended. So basicly make thicker walls/roofs.
  10. dont use zsort with these. and do you have a lightsource in your scene? it looks quite dark. And dont blend alpha, blend solid.
  11. Ah if you want to be static, collideable but not moveable, it should have mass 0.
  12. Yes, just add a shape to it : http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/shape/shapeconvexhull-r522 You can also do this under the physics tab in the edior for the entity. Remeber to give it mass aswell.
  13. Animated alpha clipping shader for trees (with shadow clipping) : http://www.leadwerks.com/werkspace/files/file/471-animated-vegetation-shader/
  14. Yes, in the script link in your gun/hand and add before and after render() .., something like this : gun:Hide() App.world:Render() -- render to buffer your pivots matrix gun:Show()
  15. --Fetch CCTV material mat=Material:Load(self.RenderToMaterial) self.entity:SetMaterial(mat) should really be in Start() not in Loop()
  16. The script relys on a camera you can link in. FPSplayer, creates a camera which should be disabled and linked in via Script.Camara instead. The pivot is like you said the position/rortation (matrix) where maincamera will be moved and snapshot into the buffer and back again.
  17. Oh buffers are not officially supported. ( yet ), so dont bug Josh if you run into trouble.
  18. Render to texture : http://leadwerks.wikidot.com/wiki:render-to-texture-security-cam
  19. Try and set all transitions to 1 and play with the height/slope for each layer. Layer 1 covers all as a base layer When you paint on top of base layer, you can only filter the painted layer through slope/height
  20. http://www.leadwerks.com/werkspace/files/category/39-leadwerks-2-items/
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