tkunze Posted May 28, 2014 Share Posted May 28, 2014 I could not figure out how to set a SkyBox in LeadWerks 3.1. In LeadWerks 2 i could set this inside the Editor with a Property dialog and in the code there was a simple SetSkybox command as part of the framewerk which allowed to load the skybox. Thanks in advance for your help Quote Link to comment Share on other sites More sharing options...
AggrorJorn Posted May 28, 2014 Share Posted May 28, 2014 Have a look here: http://www.leadwerks.com/werkspace/files/file/485-posteffect-pack-with-manager Quote Link to comment Share on other sites More sharing options...
tkunze Posted May 28, 2014 Author Share Posted May 28, 2014 Hello Aggror, thanks for the quick response - but i am looking for an official solution. I did not owned the version trough steam - and if i understand correctly this solution is for the steam version beta branch. Quote Link to comment Share on other sites More sharing options...
cassius Posted May 28, 2014 Share Posted May 28, 2014 There is a skydome around that works with 3.1.Util something official turns up. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
AggrorJorn Posted May 28, 2014 Share Posted May 28, 2014 The link I provided is from the werkspace download and doesn't require steam (as far as I know). If you want the C++ version there is also this beauty created by Shadmar. https://github.com/Aggror/LeadwerksRenderFramework It is not an official API skybox but it sure works nice. Quote Link to comment Share on other sites More sharing options...
tkunze Posted May 28, 2014 Author Share Posted May 28, 2014 Thanks - so if i understand correctly it is not supported, as it was in 2.5. To be honest as i come from LeadWerks 2 i am really frustrated with 3.1 and ask why i have payed 298$ (199$ for the LE3.0 upgrade and 99$ for the LE3.1 upgrade) for having no skybox, no vegatation, no distant fog, no post effects like HDR, SSOA, GodRays, DOF ... All this nice features already implemented in version 2 ... @aggror This framework looks nice. Thanks for sharing it. But i still do not understand why all this features are missing. 1 Quote Link to comment Share on other sites More sharing options...
cassius Posted May 28, 2014 Share Posted May 28, 2014 Yeah two steps back and one step forward is the way it goes .le 3.1 could do with an official demo showing terrain with skybox, water and all those other goodies .le 3.0 was a downgrade compared to le 2.5, but time will tell. Quote amd quad core 4 ghz / geforce 660 ti 2gb / win 10 Blender,gimp,silo2,ac3d,,audacity,Hexagon / using c++ Link to comment Share on other sites More sharing options...
AggrorJorn Posted May 28, 2014 Share Posted May 28, 2014 Well, unfortunately those effects aren't one on one compatible with 3.x otherwise they would have been implemented already. But that is what happens when you do a complete rewrite of the engine instead of expanding an existing engine. All these features will be added eventually, priority lies with steam and linux atm. The root node of any scene is used to attach all post processing effects. I haven't tested it yet, so I am not sure. http://www.leadwerks.com/werkspace/blog/41/entry-1170-leadwerks-game-engine-on-steam-gets-plugin-post-effects-system/ Vegetation painting is sheduled for 3.1 btw. Quote Link to comment Share on other sites More sharing options...
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