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shadmar

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Everything posted by shadmar

  1. Just watched this, coolbeans.. I think I might be able to use this for the portal experiment yes.
  2. Ah, works ok if I dont rescale the model in leadwerks. If I recale in Leadwerks, this happens. Try rescaling it before you import. This might be a bug then.
  3. That looks like a export issue, normals are not correct. Doubleclick the mdl file, choose TOOLS->Calculate Normals and see if it helps.
  4. For leaves to be clipped on alpha you can do this : In diffuse.shader, (or what ever shader is used): after : outcolor *= texture(texture0,ex_texcoords0); add: if (outcolor.a < 0.5) discard;
  5. No, there is no support for shader model 5 in in LE2.5 as far as i know.
  6. I'm just using the existing shader that comes with LE. It's nothing tricky
  7. Had a small test in leadwerks 3,0 : http://www.leadwerks.com/werkspace/topic/7252-portal-prototyping/page__hl__portal But I hit some continious collision problem when steppeing though.
  8. If I set PointLight ViewRange to Near in the editor, it works only in the editior, but not runtime.
  9. I can probably make a short example on render-to-texture security cam. Shouldn't require any extra shaders, just how to render a buffer to texture?
  10. Hey wait a minute... I know you... I've followed your posts on your game development over at SSC, very inspiring work!! If you decide to migrate your game to Leadwerks I will be your personal shader slave until your finished and published. (or just ping me if you need something in that direction) Welcome!
  11. This is csg box brush painted with a high quality displacement map (tesselation shader) in Leadwerks 3.1 Very cool.
  12. Got it... this works : Script.MyColor = Vec3(1,1,1)--Color "My Color" .. r,g,b=self.MyColor.x,self.MyColor.y,self.MyColor.z entity:SetColor(r/255,g/255,b/255)
  13. Yes that works and your initial color will be 0,0,0,0 in the editor.... but... If you do : --Color Script.Cool = Vec4(1,1,1,1)--Color --Vec3 Script.Vec3Test = Vec3(1,0,0)--Vec3 Throws: ...: Attempt to call a non-callable object Or if you try getting the value from your first example SetColor(Vec4(Cool)) -- will result in same error
  14. I can't get this to work either. Nor Vec3() or Vec4() @Aggror did you ever solve this?
  15. Had to remove it from the asset store and repost into the foum since the store isn't yet fully operational
  16. QuickStart Unzip file into your Projects root directory. In Assets Tab : Navigate to Prefabs/Water, drag and drop into your scene Adjust water level by selecting WaterMesh in Scene Tab and just move it in the viewport. Click Run, use WASD to fly around, add a terrain or whatever Config options You can change skybox and reflection in Scene Tab (click Skybox).. look in script tab You can set normal strength in Scene Tab (click Camera) look in script tab You can change normal texture in Scene Tab (click Camera) look in script tab You can change water color in Scene Tab (click watermesh) look in Apperance Tab, Diffuse Other Water.lua has to be a script under Camara, everything else will result in lag since linking camera lags 1 frame behind. skybox has to be a child of the camera or reflections will break watermesh has to be a child under camera or you will have to change the Water.lua script. delete Spectator from Scene Tab if you don't want to fly around. Download from the Workshop here : http://www.leadwerks.com/werkspace/files/file/468-water-prefab-for-leadwerks-31-steam-ed/ Or here :
  17. +1, I'd like this to be exposed to lua aswell.
  18. Just go to Scene Tab, mark everything and hit ctrl+c File->New Go back to Scene Tab, hit ctrl+v Save as start.map (overwrite) Map should now be ok without corrupt terrain stuff.
  19. Does it happen even if you have a fresh project without terrain? If you added a terrain larger than 1024x1024 it will crash, even if you deleted it and made one smaller after. Filed as a bug.
  20. Yep, also the map file is broken, even if you delete the terrain (when you run the game), which makes the entire map useless.
  21. There is one at freenode, but hardly any visitors.
  22. your code seems to work ok, just make sure you look at them from above since backfaces are culled. ps! test and test_two also have the exact same position.
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