tkunze
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@Ma-Shell Your're right - removing the steam_appid.txt will disable Steam, but the starting time was dramatically longer and the program loaded and unloaded the steamclient several times. @Admin i understand the point, that it will impact the development cycle. But i ordered a NON STEAM version of the product. The move to steam seems to be an important step for you company, however i heavily dislike, that every program i build using LeadWerks connects to Steam and i have no influence on this. And it should not be too complex to solve this using a DEFINE in the code. Picture: Steam client in the created Executable
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in my program i disabled to inizialize steam as shown below: //Initialize Steamworks (optional) /*if (!Steamworks::Initialize()) { System::Print("Error: Failed to initialize Steam."); return false; }*/ However i see the following error messages in the debugger: [s_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed. [s_API FAIL] SteamAPI_Init() failed; unable to locate a running instance of Steam, or a local steamclient.dll. If my steam client is running i get the steam community message inside my window, so it is obviously connecting. How can i get rid of this? I did not bought my version trough steam. Thanks in advance
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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.
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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.
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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
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Rick, on 15 May 2014 - 11:12 AM, said: It has been pushed aside for LE3. If this statement is true, than i do not see any reason for using LeadWerks. Buying an Engine is an investement in money, but even more on time you need to learn. It takes months before you're able to really work with it and before you really understand the concepts to build a real game. And as LeadWerks does not provide an offline documentation (like most other engines do) you need this somewhere on the company WebSite. So if the product and all related documentation simply disappears, only because the developer decides to do something new, this investement is very unsafe.
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@Rick: The history even of version 3 has shown that you're in my opinion to optimistic with your statement. When LeadWerks 3.0 came out the focus was iOS and Android. All the enhanced rendering stuff was dropped and the result looked like what i could do with my old 3d gamestudio license 10 years ago. Now the new version 3.1 come out and iOS and Android is dropped and the new focus is Linux. So it is not just improving. It is as i said: you get something and you loose something, as always since i started with LeadWerks version 2.1 in 2009.
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There is also another thing to consider. Looking back to the history of LeadWerks an upgrade is very often not an upgrade like for other products. It's a little bit a kind of a mirror bag. You'll get something new but on the other hand you always loose something (e.g. terrain vegetation, post processing). So it's always some kind of surprise to see what's new and what's gone ...
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File Name: Medieval Hut Set File Submitter: tkunze File Submitted: 25 Oct 2011 File Category: Models Triangles: N/A LOD Versions: No Animated: No Medieval hut set i created for my fantasy game a while ago. Feel free to use wherever you want. Note: the texture files are copyrighted material. It is not allowed to use them without the models. Click here to download this file
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I uploaded the converter i created a while ago to the tools section. Using this converter it is very ease to reascale the zombie package. Just copy the GMF files to a folder and start the tool. Now you can select to convert all models in the folderr anc you can scale to a fixed height (e.g. 1.8) by checking the option scale to fixed height. Now the converter will createa a subfolder output which contains the new GMF files where the size is adjusted to your provided height (e.g. all models scaled to 1.8).
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File Name: GMFConverter File Submitter: tkunze File Submitted: 13 Nov 2011 File Category: Tools as model scaling is still an issue i uploaded my model converter i created a while ago. The converter can work on single file or directory level so you can rescale all files in a directory. This includes scale to a fixed height (e.g. 2 units) or by a factor. It also converts whole packages which are provided in OBJ, FBX or GMF and creates material files automatically. There is a full manual (readme.doc) included. The tool will not change your input files. It creates a subfolder output which contains the new created GMF files. Feature List: Scale models with a defined scale factor Scale models to a defined height Provide individual scale/height factors for each model in the folder Convert OBJ or FBX files to LeadWerks GMF Convert BMP, JPG or PNG to DDS Create all MAT files (diffuse, bumpmap or specular) Floor model Swap Axis (e.g. if Z axis is used as height ) Correct model matrix after FBX conversion Click here to download this file
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attached some screens and a small testlevel showing the current progress of the zombie space station. The zombies can be hit and they already have hit zones (hitting the body is less effective than hitting the head). The movement is still my outdoor level logic, therefore the enemies are often trapped from level objects. Currently i play around using the A* algorithm in combination with the OpenSteer library which looks promising to provide good indoor movement. Control for testlevel: w/s keys = move q key = sniper view Right Mouse = shoot There are still some errors in the animation ranges and the animation blending which need to be corrected. Testlevel Sniper view pressing Q-Key
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Looks fantastic and the character controller provides already a nice game feeling. There are two small things i realized during testing. - The player was kicked down from the roboter and it always respawned next to the roboter and got kicked down again leading to an endless loop. - The player count goes below zero But as said really great work.
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The following video was created by accident when i played the favourite song of my little daughter on youtube while i did some tests in the leadwerks editor without limiting the frame ranges. The medieval boy group was born. http://www.darkmountain.de/leadwerks_forum/movies/dancer.mp4
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Attached a screenshot and a movie from the game GalaxyTrader i am working on. It is mainly a space game but you can enter space stations and in this one something went obviously wrong... The main part of the game will be fly around, fight and trade but it is possible to move into some specific areas within the story line. High resolution movie (~21 MB) Low resolution movie (~5 MB)