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nate066

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Everything posted by nate066

  1. Is there a way to use a folder with a image sequence inside to animate the the texture on the model. It would be a lot more powerful then just moving the uv's.
  2. I see there is a animated texture shader in the shaders folder but how do I get it to work?
  3. I dont think it is possible without external libraries
  4. I guess it depends what your used to. I have never wrote a shader before but i have worked with blenders node shader creator and 3ds max's as well. It opens up more possibilities for more users.
  5. I think it would be cool if there was a built in command to turn SSAO on in c++ and lua.
  6. I would love to see this in leadwerks. It would make creating shaders a lot easier and quicker
  7. I agree leadwerks needs optimization but i think first we should worry about the bugs and basic features that need to be implemented.
  8. Could you add support for changing the background color of the main editor. so that we can make it a dark grey. To fix the icons that are black if the color goes below a certain darkness threshhold you invert the color of the icons. Because it would be nice to work in a darker grey. It looks cooler and when your working in a dark place its not so bright.
  9. Could you add support for changing the background color of the main editor. so that we can make it a dark grey. To fix the icons that are black if the color goes below a certain darkness threshhold you invert the color of the icons. Because it would be nice to work in a darker grey. It looks cooler and when your working in a dark place its not so bright.
  10. Or in leadwerks editor you in the model editor. Goto tools then calculate normals and then flip face that should fix the issue. To open the model editor double click on the model in the asset view. I would still apply the scale though.
  11. You need to flip the normals. You also need to apply the scale. Its the same thing as freezing the transform in 3ds max or deleting history in maya you can do this by hitting ctrl + a then use the rotation + scale
  12. Josh has already said hes not moving backwards to opengl 3.0, We want to move forward not backwards. According to the steam hard ware survey most people on steam have a opengl 4.0 card. Lightmaps can be handy but i would rather not have them. Steam Hardware survey: http://store.steampowered.com/hwsurvey Where josh said he's not moving backwards: http://steamcommunity.com/app/251810/discussions/0/630802979287089496/
  13. i think you would have to add it
  14. This is most certainly not true, If games do crash its do to a lack of programming on the developers side. Lua is one of the most stable scripting languages,in addition to that its the fastest scripting language, so if your going to make a 3d game lua is a good choice compared to other scripting languages.
  15. You have pass the ammo varible to the draw command. And set the physics charactor angle to 180 degrees
  16. in the editor goto TOOLS->Options
  17. this command doesnt work in lua for some reason
  18. Working on a magic tutorial. It will teach you how to fire a ball of green fire and kill things with it.
  19. Totally, To make it awsome you could add a exaggerated displacement effect around the laser. You could also add trailing particles that kinda follow the main laser. then some glow and color correction and the new defferd decal of a laser burn on the wall you have an amazing effect.
  20. I have everything turned up to high in the editor and my shadows still have artifacts
  21. you need to select a shader. If you only have diffuse texture use the diffuse.shader if you have diffuse+normal use the diffuse+normal.shader and so on.
  22. Models with or with out animation have to be imported as fbx
  23. The fps script creates an invisible material then applys it to the player
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