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Mordred

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Everything posted by Mordred

  1. Okay, with a bit trial n error i was able to get arround my other problem too. In case someone else might have this issue i gonna write down the solution Instead of using the standart "diffuse" shader, i had to attach the "sprite.shader" onto the material. After doing so it worked yay!
  2. Well, actually, i just found out how it works. For e.g. if you have a rock placed, just make a "shape file" of type "convex hull" out of the model (us the assets browser, rightclick the model, one of the last options to do so). Attach that file to the model in the scene tab under "Physics" and viola! Now it's just the issue with the colors.
  3. Thanks for your quick answer YouGroove, problem about the physics is, i have no clue on how to make graphics in any program at all, i tried a lil bit messing with blender but didn't really got into it. So i bought the Tropical package from Arteria3D. I thought that, since the option is there, it's enough to rescale the model, build a "shape file" from the resized model and attach it to the item in the scene, but that didn't do anything at all as it seems.
  4. Hello fellow Leadwerkers, i have some issues importing a tree, especially the leaves are my problem. If i use Blend mode: Solid i see white markings arround the leaves, but if i use "Alpha" the leaves are "see through", so i can see stuff that's behind the leaves and that should'nt be visible at all. Any hints on how to fix that? Looks like that: P.S. How do i add a correct shape (file) to an importet tree to get collision working right? Thanks in advance for your support!
  5. Ah darn, sorry Rick, i remember that this was mentioned before already, but i forgot it Sorry 'bout that.
  6. Maybe a tutorial on how to create and use heightmaps in Leadwerks 3.1 would be cool too, even if the heightmapping tool is not from LE it might make the life lot's easier than modeling the terrain by yourself.
  7. Just one word: Niceeeee love it, especially the snowy hill in the back
  8. Just to make you know it's appreciated that you did that tutorial Thank you for showing the way. Please continue with those tutorials. If i may suggest: I'm always curious why things are done they way they're done. That's because it's easier for me to understand why something works if i have some explanation for it, so not sure how others see it, but it would be cool if you could explain why smth. does not work with "Setting A" but does with "Setting B" (if you can explain it - i know there are some things that you just "know" but you're not sure "why" )
  9. I didn't say it's an issue, i only said that i'm wondering why it is as it is. It's just .... i can't hold still
  10. I'm still wondering, why those who preordered past 6th Januar do not get access to the LUA Edition at steam at all. Is it a matter of money, because Josh would've to pay Steam a fee if there's another user on steam that didn't buy it there or because it was promised to the "older" preorder'ers or why? I believe, that it might help to get even more bugs found if all of us who preordered the full edition would've instant access to the steamedition too. Besides that, we could already make ourselfs familiar with the product.
  11. Hi edi713. I have to admit that i do not know either LUA nor C++ very good but from what i already know both languages have their benefits. LUA is kinda easy to learn and use, while C++ is more hard to master. C++ is nearer to the PC hardware ingeneral, but it's, at least from what i was told, about 3 times faster than most other programming languages. but basically i believe that you can achieve most goals in both languages. The way you achieve that goal might be quite different, but i guess most everything is possible in both ways. From what i heard, you can learn LUA in about 3 Days, in addition to that time you have to learn each distinct API (in this case the LUA API) while you need several weeks / month to learn (and understand) C++. I for myself though decided to learn C++ in advance and start using that language, but i already knew a bit C++ before so it's not that hard for me to learn the basics again. tl:dr: C++ is more complicated, yes, lua on the other hand is quite simple to understand, yet still quite powerfull.
  12. I'm sorry that i cannot post the link, but somehow IE doesn't like this Kind of frum..., Well tbh, i do not see any more in the Video as you already did MisterGravity In case you want to take a look, it's under documetation-tutorials-"Swiches and Doors"
  13. maybe take a look in the tutorial map / Video about creating Switches and using the flowchart to link them to doors, i believe there's a Switch using the "Swinging Door" script and it's turning by 90 degree.
  14. I'd like to see a tutorial about making a day/night cycle and/or seasons
  15. Thanks for your reply too DudeAwesome, i would've guessed that too, but am still unsure. Anyways, i gonna check it as soon as i have got my version Thanks four your Help.
  16. Hell SarperSoher, thanks for your reply. If i could test that, i would've done it on my own, but fact is: I bought the preorderedition recently and do not have access to any version (neither the steamedition, nor the full edition) to test that. That's why i asked here
  17. Hi fellow Leadwerkers, a question came to my mind the day before and i hope you're able to answer it. If i, say, add 10GB of data to my project, but i do not use those assets, maybe only 1GB of data is actually placed ingame, thus the remaining 9GB are not used at all. What happens if i now compile the game and make it an executable? Is the game 10GB+ in size, or is it 1GB+ in size (and thus the unneccesary assets were removed)? I'm just wondering if i'm able to add all the assets (Textures, models, animations and such) that i have to a project at once in advance without blowing the gamesize too much.
  18. Better late than never i guess i forgot to reply. My Problem was solved a day or 2 after i posted this. Funnfact is: It seemed to be solved "on its own" because i got a automatically generated mail that the purchase went through even before i got a reply by the support . Anyways, i'm happy owner of the Leadwerks 3.1 Fulledition (yet to be released though ... i hope that happens earlier than later 'cause im sooo curious to get my fingers on it, i'm already mad that i found out about this only a day after the preorder bonus "you get a steam key for free" was gone hrmpf). Anyways, i'm learning a bit C++ in the meantime, that's not bad too since i might use that knowledge later too P.S. Aggror, you rock, i watched a few of your tutorial videos, especially the "how to make a savegame" is extremly cool. Thanks for that (and every other too!)
  19. Hi Aggror, thanks again for your reply. You got it totally right. The money is already subtracted from my PayPal account. About the Steam Edition, i read somewhere that they gonna try to offer upgradeoptions from Steam Indie (LUA) to Fullversion (including C++). Has there been any news lately that this will / can happen? If yes i would prefer buying the Steamedition now and upgrade it later Anyways, gonna send them an e-mail later this day. Thanks again for you help.
  20. Hi, thanks for your reply. I did buy from the store itself via paypal, the canceled ordred is still shown under "canceled" in my profile, so there should be enough information in the system, including may payment and such. And no, i didn't sent an e-mail yet, it didn't seem to be necessary since someone had to view the order anyways (even before i canceled it, it was stated as "some guy needs to check the order to confirm it..."). Do i HAVE to send them an e-mail?
  21. Hello, as mentioned i accidentially canceled the invoice (btw. what does the "pay now" button does?). So, how Long does it take to get the Money back to buy it again? Other question: is there any ETA on when 3.1 does arrive? Or should i buy steam indie ed. and upgrade later?
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