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Everything posted by Genebris
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Substances, metal and roughness and Leadwerks
Genebris commented on shadmar's blog entry in shadmar's Blog
You need to to install it in Subscribed tab in workshop window inside Leadwerks. -
Substances, metal and roughness and Leadwerks
Genebris commented on shadmar's blog entry in shadmar's Blog
Yes! https://steamcommunity.com/sharedfiles/filedetails/?id=658772226&searchtext= -
Substances, metal and roughness and Leadwerks
Genebris commented on shadmar's blog entry in shadmar's Blog
It works perfectly, thank you very much! This is an amazing stuff! -
SetInput already moves player in his local axis. First parameter is rotation angle, don't set it to 0, set it to angle you want player to look at. And second parameter will move player forward in that direction. Check out default FPSPlayer script, it sends camera rotation as first parameter, z input as second and x input is third.
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Or if you don't want to have terrible input lag.
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http://www.gamefromscratch.com/post/2016/03/15/Inside-The-CryEngine-Humble-Bundle.aspx It says that there are Maya project, fbx and obj files, so I don't see a problem. But check out about license.
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Physically Based Rendering (C++)
Genebris commented on Mattline1's blog entry in Martin Kearl's Blog
Can you please upload entire project? I want to play with this but I have problems setting it up. -
Procedural Generation in Leadwerks using Prefabs??
Genebris replied to ShadowRadience's topic in Programming
That's my script. You are supposed to have 5 prefabs with specified entry and exit pivots. And a start pivot as a beginning of a dungeon. But I don't know what have you changed. Edit: Have you just typed a string value in startPivot variable? You should drag a pivot entity in the scene on this variable in the inspector.- 10 replies
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And zoom: http://www.leadwerks.com/werkspace/page/api-reference/_/camera/camerasetzoom-r207
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Just need to apply roughness map or something like this, I'm sure it will be possible. Great work!
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This is amazing! Can you make the same shot with your shader and with default. I suppose your base color texture isn't the same as diffuse but still.
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Are you saying that this statue render is in Leadwerks?!
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Leadwerks site was the last place where I expected to see Putin.
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It can change existed value and add a new one if it didn't exist.
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Seems like another very importand method that isn't documented. It really should be listed at least somehow.
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I only made a small class once when I wanted to have the same RPG functions such as TakeDamage and IncreaseSkill the same for NPCs and player. So I created object of this class inside NPC script and Player script. But other than that it's just like Josh said, script is a class and each model on the scene with this script is an object of this class.
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You can call a function inside App.lua from any other script just like you use variables: App:ChangeGravity(value)
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App.world:SetGravity(x,y,x) When you create a variable in App script like this: self.myVar=1 You can access it from any other script like this: App.myVar=2 Or you can use global vars that can be accessed through any script including App.lua like this myGlobalVar=1
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Register time when button is pressed the first time and with the next tap check if (current time - first tap time) is short enough to consider it double tap.
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Why not? I switched to 7 a year ago only because of Leadwerks and never really had any other reason not to keep using XP.
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Or use your own mesh instead of terrain. If you don't use textures and have low poly models this shouldn't be a problem for performance.
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Recalculate normals to completely remove smoothing. http://www.leadwerks.com/werkspace/page/tutorials/_/models-and-animation-r8#section4 And I suppose you can import one 1x1 pixel white texture and change color for each material in material editor.
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Well, I guess you have to add variable in all your scripts that will be true when the game is on pause. For example in enemy script you should check this variable each update and move enemy only if it's false. There is no automatic way to stop time for all entities and scripts. Or you can stop calling World:Update? Maybe it's a proper way.
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I remember I had to only add like two lines into drawimage shader and then through the scrip I could send this shader a parameter to cut this image by 50% when I have 50% health. But I guess after update this shader was replaced and I can't find it now. Just do what macklebee told in this thread.