-
Posts
3,212 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Downloads
Posts posted by Admin
-
-
Thanks. This week will give me time to look at little issues like this before it goes up on Ubuntu Software Center and Steam.
-
Right-click on the tree node to open a popup menu and select the material file. Dragging it onto the tree node itself is not a standard or intuitive action.
-
Please stop posting Unity screenshots. You are spamming the forum.
-
The beta branch on Steam has a new FBX converter that actually generates the materials for you and uses an animated shader, if needed.
- 3
-
Last time I asked, there was no well-defined .blend file format.
-
Here is the source code for the DLL interface. It is inconsistent, incomplete, and unsupported. But you're welcome to use it in whatever context you like:
-
On Steam, this will be offered as a DLC. On our own site, you can upgrade here:
http://www.leadwerks.com/werkspace/store/product/14-leadwerks-31-standard-edition/
- 2
-
I can't produce this error. Right-clicking on a texture and selecting "Edit" opens the texture as expected. What is the cased name of the file you are attempting to open? Does the same thing happen if you double click the file?
-
I can't see how thick the ceiling is, but this looks like normal behavior. If you have a very thin wall, the shadow map resolution will not be high enough to prevent light from coming in like that.
-
If we have 3.1 indie will we have an option to upgrade over steam?
Yes, a DLC will be available on Steam soon.
For now I ask that you pick one or the other. Either way, you can install Leadwerks on a Windows and Linux machine simultaneously.I preordered, is it possible to have both?
OLD style and steam?
Asking because I might want to use workshop in future, but I'm no fan of steam.
So that if I desire to install LE I might install it over steam or without steam.
OFC it will happen that I'll install LE more than just once.
1. Windows so that I translate my Unity projects to LE.
2. Linux.
and if I'll want to change the distribution or hardware or whatever I'll install it 3 or more times.
-
Leadwerks 3.1 is shipping soon. The standalone version of Leadwerks 3.1 uses the same update system previous versions used.
Steam Key Option
If you pre-ordered Leadwerks 3.1 you have the option to have a Steam key sent to your email, instead of the old-style registration key. Please send an email requesting this, from the email address you used to order. You will be sent a Steam key for Leadwerks Game Engine: Standard Edition. Once these are entered into your account on Steam, you will not need to store them anywhere.
Leadwerks 3.1 on Steam is the same as the standalone, but provides access to the Steam Workshop when it launches. It also gives you the ability to publish images and videos straight to Steam and Leadwerks.com, use Valve's Steam Controller, and may include additional features in the future.
-
I'm pretty sure those products both have their own forums on their own websites.
-
-
Yes, I had to ban those to get them out quickly, but I got my screenshots I needed.
-
I think it's just a fancy name for BRDF lighting. We played around with these about seven years ago, prior to the development of Leadwerks 2 but decided not to implement them. Yes, they can be done in Leadwerks.
-
If the response type is Collision::Trigger it does what it sounds like. No physical collision, but the script functions and callbacks are called.
-
I've added some basic instructions here. The current build is designed to hide away the Workshop functionality unless you are in the beta group, so here's how you access it:
http://steamcommunity.com/groups/leadwerks/discussions/0/540736781039857840/
-
Please discuss this on the forum of the product in question.
-
We're rolling out 3.1 one platform at a time. It does not presently support mobile.The version of the phone OS like for example can i only develope for ios 6 or is it also for ios 7.
Sry if im getting things mixed up. English is not my native language.
-
Quaternions are used internally for rotations, and are not meant to be a front-facing user feature. They're far too complicated for the user to have to deal with.
The built-in functions like Entity:Turn() will allow you to rotate objects smoothly without problems with gimbal lock.
-
There are several included effects in the Shaders/PostEffects folder.
Select the scene root in the scene browser. In the properties editor below there will be controls for adding shaders onto the stack.
- 1
-
The reason we don't is because the shader editor would no longer be able to show the line an error occurs on, and it would make dynamic shader reloading impossible.
-
I think Leadwerks 2 (and 3) would actually scale pretty well there, because the rendering bottleneck is in the number of pixels. So rendering two views across a smaller area results in the same number of pixels being shaded and processed. The major trick would be to only render the directional light shadows once, and expand the view frustum slightly to encompass both view volumes.
-
What GPU do you have?
Registration key
in General Discussion
Posted
You're all set now.