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Definitely some good ones to choose from there, thanks.
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Valve has been emailed about this. I apologize for the inconvenience.
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This is going to be an odd explanation, but this is actually the correct behavior:
Brushes that have a script attached to them remain as brushes and don't get collapsed into model geometry. Brushes are not just simple polygons, they have volumetric properties that we intend to use in the future. However, simply rotating a brush does not update its geometric information, so the plane equations that define the faces don't get updated, and the shadow render pass misses some faces. This is actually the reason that tutorial uses a model instead. The brush class itself is not part of the official API because of complexities like this. A case can be made for documenting and exposing some of the brush API, but this technically is not a bug.
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Dropbox is also an easy to use alternative, and now has simple version control.
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It should just work, unless your camera is created in code. Otherwise, use the Camera::SetSkybox command.
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This is kind of an advanced topic, but this is the tool Leadwerks uses to expose its API to Lua:
http://www.leadwerks.com/werkspace/files/file/216-tolua/
People have retrieved specific objects in the map by naming them a certain name and using a hook in the Map::Load function.
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I'm in the middle of updating it. Sorry, didn't think anyone would run the updater before I said anything...
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Press the "More Reply Options" button below to enter the full message composer. You can attach images to your post there.
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Screenshots and videos have to have a certain rating to go out on social media.
The screenshots strip and gallery are meant to show the most recent shots, not necessarily the best. It's not really up to us to decide what should be shown, as there are many people with various levels of expertise. I'm not terribly concerned with the quality of each screenshot; I just want to see a constant flow of activity.
And while we are at it please do a real scale of the images instead of having us load 5 full resolution images to then view as thumbnails - the site is bad enough on a cell phone with out that.That I actually can do.
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We are having trouble initializing the Steam library on Linux. Valve is looking at it.
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It's not supported. Although VMF files now can be exported. A general-purpose export plugin system will be implemented later on, for exporting maps from the editor.
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Brad, you might want to update that to export "Leadwerks Model File (*.mdl)" since GMF is not used anymore.
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If you can reliably produce this error please provide the files I need to make it occur on my machine.
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Jointed entities do not collide with the other entity in the joint, for performance. Normally this is done by setting the joint constraints, when it is needed. The ball and socket joint has a maximum cone radius which can be set.
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We've got a lot of new assets for the Workshop, and need help getting them ready for Leadwerks. They need to be imported, checked, and we need collision meshes added to them. In order to make the process go faster, I am splitting the work into teams headed by Aggror and Shadmar. Each of them will have their own team of helpers they will manage.
If you'd like to volunteer to help either of them, please post a reply in this thread, or send them a message. The slowest step will be adding collision meshes to complex models, but this really should be done for optimum performance.
Thanks for your help!
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In your object script there should be a PostRender function
function Script:PostRender(context) App.context:SetBlendMode(Blend.Alpha) App.context:SetColor(0,1,0,1.0) App.context:DrawText("Value: "..self.val, 100, 100) App.context:SetBlendMode(Blend.Solid) end
Keep in mind that App.context might not exist, if the script is running in a C++ program. So it's best to just use the function argument context.
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BRDFs is the non-marketing term, and they are a very old technique.
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You do not need to initialize Steam, but there might be something else going on there the DLL does automatically. The reason for this is we don't want to double the number of build we have to provide for Steam and non-Steam versions, as it would slow down every release.
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The header files and libraries are not included with the demo, but you can try the command set out with Lua. The C++ projects are just shown there so you can see how they work. I'll add a note on the download page.
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The server is experience problems. This is being investigated.
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Well it's working as intended. Since triangles are one-sided there's nothing below the terrain to block light. I'm guessing this is to make a day/night cycle, in which case the best thing to do is gradually dim the light as it approaches the horizon.
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The Leadwerks installer/updater has been updated with a new install script for Ubuntu 14.04. Thank you for pointing that out.
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The soften filter can be used to decrease repetitiveness of a texture at a distance. It blends the texture into the average color of all the pixels, as it gets further away. It's probably not that useful anymore.
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JPEG files and textures with DXT1 compression do not store alpha channels. A TGA image using DXT5 compression should work.
Request models here
in Game Artwork
Posted