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Everything posted by Brutile
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Leadwerks is using a deferred renderer right? I'm just wondering what kind of performance impact this is having, and whether it is necessary to be used for every game. I remember back when I first bought Leadwerks, I was getting 1000fps in a small scene, but it seems to be dramatically less now-a-days. Is this something that can be made a setting, so we can use deferred rendering for graphically intense games, but turn it off for games that require high amounts of geometry?
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You need to set the input for crouch. See below. I'm not sure why it wasn't included in the tutorial. self.entity:SetInput(self.camRotation.y, playerMovement.z, playerMovement.x, jump , self.crouched, 1.0, 0.5, true)
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I've never seen that class before. Can you explain how and why you have a BrushClass object?
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You could always open up Photoshop or GIMP and create a heightmap using cloud filters. You would have to paint the textures manually, but that's not nearly as difficult as painting the height.
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Make sure this code goes in the fragment, not the vertex (there is a dropdown at the bottom).
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I figured it out. I used the general concept from shadmar's shader (thanks btw!) and made one that suits my needs. I uploaded it to the workshop if anyone wants to try it. http://steamcommunity.com/sharedfiles/filedetails/?id=632139610
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I was using black and white as an example, I didn't mean it literally. I'll explain it in images. I've attached two images, imageA is what I want. imageB is what is happening. Notice the blending in imageB. If the object has 3 different colors, I only want 3 colors being rendered, not any in between colors.
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It would be a lot more elegant to scale the context/window, but there is no function that does that.
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Sorry, that's not quite what I meant. Say there is a cube in the level that is white with a black shadow. One side is white, one side is black. Where the white meets the black, I don't want grey, I just want white and black pixels.
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Thanks shadmar. That's almost what I'm after, but is there any way of making it sharper? I'm looking to have solid pixels, without any kind of blending/combining. I'll try to figure it out myself, but in the mean time if you know how to do it, it would be greatly appreciated.
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Is there any way to scale the screen to make it pixelated? I want to achieve a retro look where instead of rendering 1 pixel per screen pixel, I want to render 1 pixel per 2x2 or 4x4 screen pixels.
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Text showing up when interacting with entity.
Brutile replied to lxFirebal69xl's topic in Programming
You say it uses self.GetText()... Shouldn't it be self:GetText() with a : not a .- 4 replies
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CharacterPhysics, change size of the controller
Brutile replied to Pastaspace's topic in Programming
I agree. I don't know why this can't be editable. -
[SOLVED] Custom player character body and its cylinder physic
Brutile replied to tipforeveryone's topic in General Discussion
What are you using for movement? The default FPSPlayer script uses entity:SetInput(). If you are using entity:SetPosition() or similar, it may cause the issues described. -
Another suggestion for better quality games would be to implement a decent 2D capability. Leadwerks focuses on 3D, which is fine, but 3D is extremely difficult to create on your own. So you either end up with a nice looking game, but with no gameplay, or a game that uses stock assets, but has decent gameplay, or it just ends up looking AND playing badly. 2D is the go to for indie games (generally), and it is that way for a reason. Might be something to take into consideration
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And even a separate category for each tournament. That way people don't just think because there was a halloween tournament that the only games made are horror games.
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I think there should be a specific "Demo/WIP" category for the game launcher. That way people can upload their test/demo/WIP games without people thinking that they are proper games.
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I used to know how to do this, but don't remember exactly how. You need to create a second 'World' that only your gun goes in. The second world needs to only draw the gun, not anything else, including any background. That will prevent the gun going through walls, but won't fix the camera clipping issue. To fix that you either need to reduce the near range of the camera, or just move the gun further away. Creating a second world just for the gun will mean that the gun can be as big as you need it to be and it will still look normal. Hope this points you in the right direction
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I've been using Blender for a while and had the same problem at first. I started to look for something else, but in the end I always found myself going back to Blender. Everytime it got easier and easier to use. I'd suggest sticking with Blender.
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Three New Model Packs available in the Workshop Store
Brutile commented on Admin's blog entry in Ultra Software Company Blog
Can we buy these through the Steam client? If I have to use the links above and use my Steam Wallet, then I'm fine with that if there's no alternative yet. -
I don't think the Intel Iris 6100 has OpenGL4, so it probably won't run at all.
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Why not? I'm pretty sure you can choose the partition size, so you don't have to use up half your hard drive for windows.
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Mine was doing this (as you already know) and these were the things I did. - Exported project for a backup - Renamed the leadwerks projects folder to remove spaces - Leadwerks had an update - Imported the project that was already in the project folder that I renamed (not the one I backed up) - Published the game with a title, preview image and "test" as the comment. I was using the "only include used files" I don't think I ran the game after importing the project and before publishing. Not sure if this is going to help, but one or all of these steps has gotten me through the error message. But I think we need Josh's input on this, as it shouldn't be happening at all.
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Parameters entity: the target entity to point towards. axis: the entity's axis to orient. This may be 0, 1, or 2, for the X, Y, and Z axes, respectively. rate: a multiplier to indicate how quickly the entity should orient itself. roll: the rotation around the specified axis.
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What is a good target for video memory usage?
Brutile replied to Deadlyforce's topic in General Discussion
There isn't really a 'norm'. That's why most games have graphics settings. You should pick a target device, i.e. your laptop, see what specs that's got, and go from there. As long as you are under the performance specs of your target, you should be fine. I'm no expert on performance, but I would say aim for under 80% of your target device's video memory.