Nexerade Posted January 27, 2016 Share Posted January 27, 2016 As I can see - Leadwerks can read vertex groups and you can paint them in editor. I just wanna know what function editor uses to make this. I want to be able to paint groups in textures right in real time in game, by player choise. And 2nd question - is it possible to make invisible textures on model? On example I want to have a function to turn off helmet in real time. I'd tried to use 0 0 0 0 RGBA .png texture and ...+alphamask shader, but in editor my texture is just white. Quote I am not silly. My english is just not really great. T_T But I'm learning! Link to comment Share on other sites More sharing options...
Brutile Posted January 27, 2016 Share Posted January 27, 2016 For the first question, look at the API for surface: http://www.leadwerks.com/werkspace/page/api-reference/_/surface/ I can't give you a detailed answer on how to do it though, sorry. For the second question, the FPS template uses this code to hide the player. You can do the same with the helmet. local material = Material:Create() material:SetBlendMode(5)--Blend.Invisible self.entity:SetMaterial(material) material:Release() self.entity:SetShadowMode(0) 1 Quote Link to comment Share on other sites More sharing options...
Nexerade Posted January 27, 2016 Author Share Posted January 27, 2016 For the first question, look at the API for surface: http://www.leadwerks.com/werkspace/page/api-reference/_/surface/ I can't give you a detailed answer on how to do it though, sorry. For the second question, the FPS template uses this code to hide the player. You can do the same with the helmet. local material = Material:Create() material:SetBlendMode(5)--Blend.Invisible self.entity:SetMaterial(material) material:Release() self.entity:SetShadowMode(0) Thank you, that's all I needed to know! Quote I am not silly. My english is just not really great. T_T But I'm learning! Link to comment Share on other sites More sharing options...
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