Andy Gilbert Posted September 10, 2013 Share Posted September 10, 2013 I seem to always run into this issue and so I thought i would ask. The issue is, due to the editors Fixed CSG brushes and very limted CGS shaping (scale, rotate & skew) we are left with either, simple shapes that get nice lighting and light mapping, or external models that dont get the same lighting? one of the best features of 3D world studio was the "point" editing of CSG? I dont understand why this wasnt implimented into leadwerks 3 editor, will we ever get that? Andy Quote The good news about computers is that they do what you tell them to do. The bad news is that they do what you tell them to do. Leadwerks Game-Ready 3D Models:https://sellfy.com/gib3d Link to comment Share on other sites More sharing options...
Wchris Posted September 10, 2013 Share Posted September 10, 2013 we are left with either, simple shapes that get nice lighting and light mapping, or external models that dont get the same lighting? in this thread http://www.leadwerks.com/werkspace/topic/7391-light-mapping-objects/page__hl__lighting#entry59668 Rick suggests "Set a lightmap texture in the material that's used on your model." and Josh says "Use a material with the dynamic lighting shader applied to it for models. (When you generate the material, just choose "dynamic".)" Maybe it's the solution you are searching ? Personnaly I'm far away from understanding what a "lightmap texture" is and how to set it up. Is a "lightmap texture" the same as "a material with the dynamic lighting shader applied" ? I'm confused, need a sample My best guess is that the "dynamic lighting shader" uses the "lightmap texture" slot from the material ? Quote Windows 7 home - 32 bits Intel Quad Q6600 - nVidia GTX 460 1GB - 2 GB RAM Link to comment Share on other sites More sharing options...
Andy Gilbert Posted September 10, 2013 Author Share Posted September 10, 2013 Hi Chris, with models we already use the dynamic texture, but this doesnt recieve or cast shadows, like CSG does. So they somtimes and somewhat look out of place. CSG lighting and shadows always looks really nice, but its just so limited. Andy Quote The good news about computers is that they do what you tell them to do. The bad news is that they do what you tell them to do. Leadwerks Game-Ready 3D Models:https://sellfy.com/gib3d Link to comment Share on other sites More sharing options...
beo6 Posted September 10, 2013 Share Posted September 10, 2013 You should enable the projected shadow for your model: http://www.leadwerks.com/werkspace/blog/1/entry-1075-leadwerks-3-gets-projected-shadows/ Quote Link to comment Share on other sites More sharing options...
Andy Gilbert Posted September 10, 2013 Author Share Posted September 10, 2013 beo, i do this too, but you cannot use prjected shadows for all imported models, this will severly decrease performance. Projected shadows are to be used wisely and only where needed. Ill repeat, the light mapping in leadwerks 3 is really nice, and with a few more deformation tools like in 3d world studio, alot of geom can be made in the editor using CSG and benefit from the nice lighting and shadows. Andy Quote The good news about computers is that they do what you tell them to do. The bad news is that they do what you tell them to do. Leadwerks Game-Ready 3D Models:https://sellfy.com/gib3d Link to comment Share on other sites More sharing options...
Josh Posted September 10, 2013 Share Posted September 10, 2013 The built-in level design tools have been a winner. People are using them a lot and they are super helpful. Carve, hollow, and vertex manipulation are very good features to implement in the future. However, Linux support and OpenGL 4 rendering are the highest priorities right now. 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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