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  1. Today
  2. Josh

    Test Tree

    I have been using this model a lot for testing the foliage system. oaktree_d.zip
  3. 0.9.6 Imposter lighting corrected. I also made some corrections to how the imposter images are generated, so I recommend recreating these. Make sure you delete the old imposter mesh and LOD from the model hierarchy before creating a new one.
  4. Prefabs dragged onto the scene appear in editor but not in play mode.,
  5. Hi. In Actor class, useupdatephysics bool is true, but UpdatePhysics() function is not called.
  6. I wonder if this is the isue: Loading shader "C:/Users/Administrator/Documents/Leadwerks/Projects/ALonelyOrbit/Shaders/Lighting/directionallight.shader"... Failed to link shader.
  7. For some reasons the model prefabs get culled wrong. https://streamable.com/u6a83p Create an Prefab with an Model and place it into the scene.
  8. Maybe there is a shader compile error earlier in the log?
  9. Since the recent AMD driver update I have been getting this error with any Leadwerks install (fresh or existing). Steps to reproduce start Leadwerks game engine -> wait for it to load -> error is immediately evident on an empty map. See the screenshot below for more.
  10. bool SaveTable(table& t, const WString& path) { std::string s = t.to_json(); auto stream = WriteFile(path); if (stream == NULL) return false; stream->WriteString(s, false); return true; }
  11. Np, i hope it will be fixed sooner now. Can't make a maps for my game without normally working prefabs.
  12. Josh

    Imposter Lighting

    Previously the normals in the imposter shader were not correct for a variety of reasons.
  13. SpiderPig

    Imposter Lighting

    What was the trick to getting it work? Just manipulating the normal map?
  14. Josh

    Foliage Lighting

    Another shot with a little bit different lighting conditions.
  15. Oh sorry for the duplicate. We probably should continue on that topic.
  16. Josh

    Imposter Lighting

    Imposters shown with correct lighting that matches the model.
  17. Yesterday
  18. How would I save a table without it saving like below? "{\n\t\"Console\": 112,\n\t\"Fullscreen\": 122,\n\t\"InGameControls\":\n\t{\n\t\t\"Crouch\": 17,\n\t\t\"Jump\": 32,\n\t\t\"MoveBackward\": 83,\n\t\t\"MoveForward\": 87,\n\t\t\"MoveLeft\": 65,\n\t\t\"MoveRight\": 68,\n\t\t\"QuickSpin\": 81,\n\t\t\"Use\": 69,\n\t\t\"ZoomIn\": 257,\n\t\t\"ZoomOut\": 258,\n\t\t\"axes\":\n\t\t{\n\t\t\t\"Camera\": 0\n\t\t},\n\t\t\"mousecursor\": 0\n\t},\n\t\"Pause\": 27,\n\t\"Quick Load\": 117,\n\t\"Quick Save\": 116,\n\t\"Screenshot\": 113,\n\t\"Terminate\": 35,\n\t\"mousecursor\": 1\n}"
  19. Load this in the XFORM project. Open the prefab and pay attention to the texture coordinates. Then make a new map and place the prefab exactly at the origin and notice the texture offset. testarea.zip
  20. Do you still have your source code? Also, some applications such as Samsung's Disk Magician can prevent Leadwerks from launching in fullscreen from my experience.
  21. Marcousik

    Foliage

    Nice! Would be very interesting to see this scene in a video with performance test (FPS) with animated Sky (sun + clouds+clouds shadows) with shaped models + a few NPC running their paths.
  22. Is there a way to disable any dependency for UI from DPI scale and stuff? Even if i create app initionally on 2nd screen with 100% scale it's still have wrong offset if 1st had 125%. ui->SetScale(1.0f); does not help
  23. 0.9.6 Added an example of a custom shader family and shader. I tried to make it as simple as possible, with one input and one output structure in which all parameters are stored. The files in "Shaders/Custom" are an example of what any node-based shader editor should output.
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