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shadmar

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Everything posted by shadmar

  1. 1. Start this map as is, hit F11 and look at fps 2. Adjust billboard slider from 100 down to 10 or so. start map and look at fps. If you untick billboards all togheter it's also faster. mapfile.zip
  2. If I have a island with water all around, my AI would run into the ocean. It would be great if we could restrict navmesh to the area painted on the terrain, like a color or something
  3. If sandboxed (and you want to stay in the player) you can use math.randomseed(Time:Millisecs())
  4. Nothing happens when you type map dem01 in console Also on my norwegian keyboard Ø seems to start a console not ~
  5. Here is the GLSL equivalent (just for fun) #version 400 uniform bool isbackbuffer; uniform vec2 buffersize; out vec4 fragData0; float RoundRect(in float radius, in vec2 fragCoord) { vec2 halfSize=vec2(buffersize/2.0); vec2 distFromCenter=fragCoord.xy - halfSize; return clamp(length(max(abs(distFromCenter) - (halfSize - radius), vec2(0.0))) - radius, 0.0, 1.0); } void main(void) { vec2 tcoord = vec2(gl_FragCoord.xy); if (isbackbuffer) tcoord.y = buffersize.y - tcoord.y; float pct = RoundRect(100.,tcoord); fragData0 = mix(vec4(1.0), vec4(0.0), pct); }
  6. doulebuffered seems to work very well
  7. shadmar

    More Widgets

    how to initialize gui?, this draws a button all over my screen (with a small text) --Create a GUI local gui = GUI:Create(context) --Create a new widget local button = Widget:Create(20,20,300,50,gui:GetBase()) --Set the widget's script to make it a button button:SetScript("Scripts/GUI/Button.lua") --Set the button text button:SetText("Button")
  8. Yeah it's pretty old and not UGC. I can republish, just close.
  9. When launching urWorld via Game Launcher on ubuntu (which takes some skill to do atm :-) ) it crashes in map Map version 41 not supported error. I suspect it might not be working for other games aswell.
  10. I tried to get to some of the games on the launcher on my Ubuntu. But the launcher window are bigger than my resolution 1920x1080, after clicking a game, the PLAY button are not visible (below the screen) and the window are not resizeable.
  11. Look in main.lua --Load a map local mapfile = System:GetProperty("map","Maps/start.map") Just change start.map to the map you have saved.
  12. Yeah I can see that, I only get this in the editor on ubuntu 14, but I've only tested on the DLC characters and Crawler.
  13. If I remember, all this is still just the Leadwerks editor/model editor (annoying enough), but ingame it renders as it should, so distibuting a game with animated characters still works on Linux?
  14. Leadwerks.log? .. Loading texture "D:/Documents/Leadwerks/Projects/Planets/Models/Trees/pine01_billboard1_normal.tex"... Loading texture "D:/Documents/Leadwerks/Projects/Planets/Models/Trees/pine01_billboard1_emission.tex"... Loading shader "D:/Documents/Leadwerks/Projects/Planets/Shaders/PostEffects/sslr.shader"... Deleting shader "D:/Documents/Leadwerks/Projects/Planets/Shaders/PostEffects/sslr.shader" Loading shader "D:/Documents/Leadwerks/Projects/Planets/Shaders/Drawing/drawimage.shader"... Uploading package (115909 bytes)... Saving settings... Shutting down Steam... Closing program... .. I can make you a CO-author and you can update it using the zip file in the first post?
  15. shadmar

    Widget Progress

    This is really great!
  16. Maybe test for when KeyDown() is no longer true?
  17. It's not possible to update WS items. Same error as always: Failed to publish update, no oher error or log entry. I want to fix my broken WS items but I can't. pp.zip
  18. shadmar

    Lua or C++?

    From my own experience I do combine sometimes. Lua is very good for the object script system and you can with some planning get a tidy scripted game. However lua sucks on math and other procedural stuff like simplex noise (which are all math) So what you can do, is to write the intensive parts in c++ and just expose yourself to lua. The drawback is that you can't deploy on the player, but need and download and installation, which might scare away some players.
  19. You could sample the probe cubemap, havent tried it yet, but Josh says it's the first texture of the probe entity's material.
  20. I dont know where you found this, but it's not for LE4, it was an interim water for LE3 when there were no other water solutions. So it's not updated to work with LE4.
  21. You can also different degrees of transparency, only looks decent if you apply FXAA //mode 1..5, 1=solid, 5 almost invisible void TransparencyFilter(int mode) { { int ix = int(mod((int(gl_FragCoord.x+0.5)),mode)+0.5); int iy = int(mod((int(gl_FragCoord.y+0.5)),mode)+0.5); if (ix!=iy) discard; } }
  22. Not that it changes the bug or anything, but why would you need 7 active cameras?
  23. Here is one way http://www.leadwerks.com/werkspace/topic/7695-really-simple-lua-oop-exercise/
  24. That just worked not along ago? However you could do this using low sample sslr which would probably be cheaper, but with FOV issues.
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