Charrua Posted June 19, 2014 Share Posted June 19, 2014 i'm just rotating a box, is the start map with the rotator script from tutorials i try to modify Appeareance->Cast Shadows->Static/Dynamic, no difference i see that the material has no Shadow shadder applied, does it should be applied here the shadows, which seems to be created by the faces seen of the cube, when it started to ratate. i'm shure that i'm missing something. also, i noted that, no material seems to be applied to objects. if i apply one, the text box tells the material name, but i y quit and restart the editor, again the material textbox is empty. but the object has the correct material. Quote Paren el mundo!, me quiero bajar. Link to comment Share on other sites More sharing options...
YouGroove Posted June 19, 2014 Share Posted June 19, 2014 i see that the material has no Shadow shadder applied, does it should be applied Should be better and more clear for your project. if i apply one, the text box tells the material name, but i y quit and restart the editor, again the material textbox is empty Did you save map file before quit and restart ? seems some bug perhaps. For shadows verify quality, shader choosen, and verify material visibility options like displaying backfaces "on", i can't detail as i can't launch LE3 for now. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Charrua Posted June 19, 2014 Author Share Posted June 19, 2014 Did you save map file before quit and restart ? yes, after saving, no material appear to be applied. material control is empty (also, there are no chances of de-attach a shader) With a point light seems to work ok, shadows appear as supposed to be may it be a directional light bug? Quote Paren el mundo!, me quiero bajar. Link to comment Share on other sites More sharing options...
Josh Posted June 19, 2014 Share Posted June 19, 2014 I believe this is my fault...flipped sign in a plane equation. If you can post your map it will help me debug it. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Charrua Posted June 19, 2014 Author Share Posted June 19, 2014 just open the MyGame\Maps\start.map wrote the rotator.lua script of: http://www.leadwerks.com/werkspace/page/tutorials/_/script/creating-your-first-object-script-r110 and attach the script to Box2 Quote Paren el mundo!, me quiero bajar. Link to comment Share on other sites More sharing options...
Olby Posted June 19, 2014 Share Posted June 19, 2014 just open the MyGame\Maps\start.map wrote the rotator.lua script of: http://www.leadwerks.com/werkspace/page/tutorials/_/script/creating-your-first-object-script-r110 and attach the script to Box2 I also got the same bug when playing around with the rotator script. Quote Intel Core i7 Quad 2.3 Ghz, 8GB RAM, GeForce GT 630M 2GB, Windows 10 (x64) Link to comment Share on other sites More sharing options...
Admin Posted June 19, 2014 Share Posted June 19, 2014 This is going to be an odd explanation, but this is actually the correct behavior: Brushes that have a script attached to them remain as brushes and don't get collapsed into model geometry. Brushes are not just simple polygons, they have volumetric properties that we intend to use in the future. However, simply rotating a brush does not update its geometric information, so the plane equations that define the faces don't get updated, and the shadow render pass misses some faces. This is actually the reason that tutorial uses a model instead. The brush class itself is not part of the official API because of complexities like this. A case can be made for documenting and exposing some of the brush API, but this technically is not a bug. 1 Quote Link to comment Share on other sites More sharing options...
Charrua Posted June 19, 2014 Author Share Posted June 19, 2014 thank's, understood. then, the Dynamic drop down box is for?, shouldn't it be omitted if the entity is a brush instead of a model? or the Shadows Dynamic has another purpose. naturally, a question needs an explanation but, if there is a solution is better: must i create a Shape and attach it to it? must i create a prefab? or the only solution is to use a 3d modeler, create a box, export as mdl and then import on the editor? thank's in advance Quote Paren el mundo!, me quiero bajar. Link to comment Share on other sites More sharing options...
YouGroove Posted June 19, 2014 Share Posted June 19, 2014 I think it's part of optimisation to not display backfaces (like Minecraft style systems also) ? To resume brushes should be used only for static level design mainly like any BSP system. Quote Stop toying and make games Link to comment Share on other sites More sharing options...
Josh Posted September 6, 2014 Share Posted September 6, 2014 I didn't realize this happened in the editor. That's totally different. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
Josh Posted September 6, 2014 Share Posted September 6, 2014 Okay, easy fix. Quote My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
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