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d123s404

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  1. Yes but that one was empty, and they don't disappear when they fill. They simply state that the offer is no longer available from what I understand.
  2. More supported platforms are good for attracting professionals, since a $200 Leadwerks might give them all they need instead of spending $1500 on a Unity Pro licence, and even more on additional platforms. My only concern is that I want to have the features such as terrains and Open GL 4 first, and the supported platforms second, so I hope they aren't slowed down too much by the porting process.
  3. Speaking of pledging, did anyone notice that the $1000 dollar option disappeared? What happened to it?
  4. Buying a product in advance is a pre-order. Pledging in a crowd-funding campaign means that you're paying for the product to be developed, and not necessarily for the product itself. That's why there are options that are more expensive than the product itself.
  5. I second what Mike said. Besides, having multiple kickstarter pages may give some people the impression that LE3 has no defined direction, thereby making it less likely to advance too far anytime soon.
  6. Yes, there would be few pledges if there was no prize. However, pledging means you're most likely giving more than you're getting. The trade off is that you help make sure the product sees the light of day, and not be scrapped due to a lack of funding.
  7. First stretch goal was just set: OUYA Support at $26,000! http://www.kickstarter.com/projects/1937035674/leadwerks-build-linux-games-on-linux/posts On the topic of pledging not being practical for people who already purchased: Kickstarter is for fundraising. It's not necessarily meant to give too much buck, but the prize tiers are more or less a bonus to encourage the support.
  8. Sorry for the double post, but it's fixed! Thanks to everyone who responded. I had to create the material as Dynamic to solve the problem. What I did before was reuse the same materials that I created for the brushes as static and switched it to dynamic in the material editor, which didn't seem to have an effect.
  9. Hmm. I guess I'll try remaking the materials.
  10. It's definitely something wrong with the way I setup my materials. I applied the Darkness Awaits brick material to my wall and it lights up perfectly. I think I'll have to look into setting up materials. Thanks for the responses guys!
  11. It doesn't seem to be. With a directional light, the position of the light shouldn't matter as far as I understand. What I notice is when I add a light map, everything brighten's up without real lighting, where as removing it makes everything dark, but I'm still not getting the kind of lighting that Darkness Awaits has, where moving a light shows the changes to the pillars in real-time.
  12. Is CSG the built in brush system? Also, how did Darkness Awaits shade their pillars? I highly doubt that those are not imported.
  13. On the materials, everything is set to "diffuse+normal+specular". I've tried setting everything to cast dynamic shadows, and then tried again with static shadows. Neither worked.
  14. Hello all! I've imported a few meshes I made from blender to create a simple level. The idea is to familarize myself with basic level building in ledwerks. The problem I encounter is that the lights don't seem to affect the imported mesh. In addition, I've set the ambience to be a dark blue, but it seems like the runtime doesn't have lighting or ambience at all. They are applied perfectly on a brush, but not on the imported meshes. Is there some sort of script that I have to apply before being able to bake the lighting? Or is this a glitch? Darkness Awaits seems to work perfectly fine, but mine doesn't. Here are some screenshots of what the level looks like in editor and outside of editor: And at runtime:
  15. Hello all! In my editor I set the ambient lighting to be a dark red tint. I've calculated lighting and saved before running and what I notice is that the ambient lighting is somewhat blue in runtime. The editor looks fine, but the runtime is different. In addition, I'm noticing that there are no shadows being cast. My graphics card is good enough to handle it, and I've made sure to check the material, object, and the spot light to "cast shadow" option, setting it to dynamic where possible. Just as a bit of info, all objects on this test scene are brushes, and the textures are property of cgtextures.com.
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