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Richard Simpson

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Everything posted by Richard Simpson

  1. Is this the trial? I didn't think you could download the new version until your forum status was changed from "member" to "developer". Anyhow, if you are on Vista, try running in admin mode.
  2. Congratulations! I'm looking forward to seeing your 3d models, too!
  3. GFX cards and CPU's are different, but I guess you know this. We have places in the UK that can do this for you. We have a shop called PC World that has "the tech guys" and they deal with anything computer related for you. Which country are you from? I'm sure if you go into your local computer store, they will have someone that can change this for you. I hope this helps.
  4. Cool Tutorial . I was also curious about the bones on the building. UU3D is definately worth an investment
  5. Will every license holder have access to the beta?
  6. I like the new assets panel and the ability to search for files
  7. Nice. Cant wait to see the final version.
  8. The last time I tried Purelight with sketchup's built-in exporter, it didn't work properly. But I would suggest trying sketchup, it's really easy compared to apps like blender, 3ds max etc. http://sketchup.google.com/intl/en/download/index.html
  9. Search for "Device Manager" from your start menu and run the application. Then select the "display adapters" and hit the little + next to it.
  10. Are you running in admin mode? I get this error sometimes if I don't run in admin mode.
  11. I love using photomerge xD. That's such a cool scene you have made!
  12. I'm not sure where to put this code you have written. But I don't get any emitter on the viperscout either. Even though there is a big section of code in the vehicle_viperscout.lua about emitters.
  13. Hmm they look better than my attempt.
  14. This was once supported, i'm sure. I wonder why it was taken out...
  15. Nice work as always I've tried this method with Sketchup before, but I can't get it too look good, the textures edges always come out really jaggy for me.
  16. oh the model was about 1.3 miles long btw XD. For me, the pre-made things in the editor are very handy. As im no programmer xD
  17. Having a day/night cycle in the editor like crysis sandbox did would be great XD. One thing I would like to see also is the ability to change the view distance inside the editor. I imported a very large model into the engine the other day, and couldnt see from one side of it, to the other. Maybe this is just because it was one large mesh? and not a lot of seperate meshes? (i had the current view distance set to "infinite" also, but this didnt help) Another thing I would like to see is the ability to change the cubemap strength. At the moment it is too strong for what I need.
  18. Ah, if you export the scene from purelight and open that in leadwerks, you see the directional light has a different name to normal. Maybe this is why you have a problem? As you say you, you should ask Josh. He knows best.
  19. You should export the leadwerks project from within purelight, and look at that mat file. It should help you understand what shaders to use, and if so, enter them yourself into your ADN created mat file. along with the texture slot and name at the top (like the diffuse texture line for example)
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