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Richard Simpson

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Everything posted by Richard Simpson

  1. I can't wait for the colour grading feature!
  2. I love David's textures also. I think he photographs all his own textures Scotty. As for the unique look of the walls, I'm guessing this model isnt instanced, and has textured each section differently.
  3. Here is a tutorial I made on making an alpha channel, If you would like to read it. http://www.leadwerks.com/werkspace/page/Documentation/LE2/tutorials/_/artwork/create-an-alpha-channel-in-the-diffuse-map-r72
  4. Cool! Thanks for the link to the Terragen tutorial.
  5. Sorry to bump this thread, but is it possible to get the leadwerks logos re-uploaded please?
  6. I requested this a while back so +1 from me also!
  7. Isn't this issue in the image below to do with no triangulated faces? I had this problem when first starting out with LE and that was what fixed mine. http://telardigital.com/afecelis/leadwerks/le_building_01.jpg
  8. I think we are getting the decent water back in LE3 aren't we? I miss the erosion tools for terrain also! If I ever try and make a terrain now, it looks all smooth and rubbish! I always liked the look of STRANDED in 2.31... It reminds me of "battlefield: bad company 2" how everything seems saturated, and it looks great.
  9. That's true. Even if just one person was appointed the job of moderator. After all, a spam thread that ends up being missed also looks bad for the company.
  10. I find animation in blender to be quite easy. If the skeleton is already set up when you import it, It would be easy to edit the animations. I could make a video tutorial on basic animation with bones in blender if you like. I may not be able to get this done until tomorrow though.
  11. Yeah I remember something like that, Although I thought that was using another engine? I may be wrong though.
  12. Oh, I forgot about camera range! Just noticed in the image also that the shadows are disabled in Test Drive Unlimited 2 in the mirrors. I never realised that before.
  13. Hmm come to think of it, I bet it only affects vegetation. so in the second pass or something, they may lower the vegetation view distance.
  14. I think moderators should be brought back. It only appears we have one. which is the account called "admin". I see lots of things that could be moved, or even deleted as someone requests it, yet I can't do anything about it. I also agree with pixel on the 3rd party section of the site. Companies like Krankzinnig's and arteria3d have to post inside the off topic or leadwerks related forums. I think off topic should be left for just random conversation, and not for posting anything unrelated to leadwerks engine(eg. model packs) . Even a section of the forum for companies would be good. Then the company has a real good chance of getting noticed.
  15. This post isn't of much help but just noticed this technique while playing Test Drive Unlimited 2. They have a less detailed world rendered in the mirrors. Would this be done by decreasing the LOD distance? Anyhow, it's a pretty cool way to go around things, as you don't tend to notice much of a difference at a quick glance, yet it will up performance by a lot. An image showing what I mean:
  16. This is all sounding great! I like the video page but have one suggestion for it. I think the vertical spacing should be increased to the same as the horizontal spacing.
  17. I also got that message but all runs well for me.
  18. I know you have had this question many times in the past, and I feel like a pain asking it. But do you have a rough idea on the price the beta will go for? And would you mind sharing with us if you do have a rough idea?
  19. I made a bug report on this http://www.leadwerks.com/werkspace/tracker/issue-13-wierd-bug-with-water-and-emitters/ Josh says it would require and extra pass, causing a slow down.
  20. File Name: 2 Medieval Weapons File Submitter: Richard Simpson File Submitted: 17 May 2011 File Category: Models Triangles: See Description LOD Versions: No License: Free to use in any personal or commercial leadwerks project. 2 simple medieval weapons, A sword and shield. The sword also comes with a simple sword cover. Poly counts: long sword = 152 polys longsword case = 12 polys Shield = 112 Click here to download this file
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