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extenz

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Posts posted by extenz

  1. Hey dudes
    I wanted to play around with Leadwerks again, but every time I move my mouse my frames drop pretty low. But if I move around with W A S D Q E, it works perfectly fine. Changing render mode does not improve anything.
    I'm using Razer Deathadder Elite if that's got anything to do with it. 

    Any ideas on what I should do? I've also attached a gif from the editor
    Thanks 

    jN5D1k8J7w.gif

  2. https://blog.sketchfab.com/announcing-the-sketchfab-download-api-a-search-bar-for-the-3d-world/

    Sketchfab released their download API a few days ago which allows you to find models on Sketchfab and import them directly into your project from within the engine. It could be pretty neat but we already have the Steam workshop which is pretty much the same thing so I'm not sure if it's necessary.

    What do you think? ?

    Documentation: https://sketchfab.com/developers/download-api

  3. 7 hours ago, reepblue said:

    Hey extenz,

    I have been having similar issues but as far as I know, it has something to do with releasing classes. 

    First try to disable Luawerks with a default main script if possible. If you suspect it is Luawerks, lemme know. I haven't played with it since August, but I'll be more than happy to look into it. 

    Be careful what you release as the world:clear() call releases all entities automatically. This is one reason why Josh is moving to smart pointers in LE5. 

    Yeah, it's definitely Luawerks. I just replaced the Main.lua with a default one and it works 

  4. This is the 2nd time I got this error. The first time I just made a new project and started over but this time I really don't feel like remaking it all again. 
    Here's a screenshot: 

    ba4bf8d361d7634bd97ad453ebd1816a.png

    It worked just fine before I closed Leadwerks. When I reopened it without changing anything it just didn't work anymore.
    It doesn't say anything else. The error tab just says "Index out of range" and nothing else. No warnings either. The output tab says "Process Complete."

    I'm using Luawerks if that has something to do with it 

    Any ideas, please? 

  5. You can disable the Steam overlay. Right click on Leadwerks, go to properties and there should be something about Steam Overlay so just untick it and you're good to go. You don't need it anyway and if you want to take a screenshot then just use the official screenshot tool.

    • Upvote 1
  6. You can make the visuals look better, you just gotta have a bit of imagination biggrin.png

     

    For example this room was pretty boring at first, but with a bunch of stuff added it's much better. And the performance is not bad even on my old PC with integrated gpu.

     

    ( PS: This is real time right from the engine cool.png )

    cfd6791d23c484f6a4a8f5a79f24c1bc.gif

    • Upvote 2
  7. Okay so I'm probably just stupid and doing something wrong because I haven't used Leadwerks in a while now but I need help with this little code -

     

    Script.box = "" --entity
    
    function Script:Start()
      local material = Material:Create()
      material:SetColor(1,0,0)
    end
    
    function Script:Collision(entity, position, normal, speed)
      self.box:SetMaterial(material)
    end
    

     

    I put it on a trigger ( Collision type is set to trigger, "box" is set to a CSG ) and everytime I enter the trigger the game just stops responding.

    I also tried Material:Load but that does not work either.

     

    Please help ;-;

  8. Put a pivot anywhere on your map, create a script, attach the script to the pivot you just created and copy & paste the code below.

     

    Script.Music = "" --path "Music" "Waveform Audio File Format (*.wav):wav|Sound"

     

    function Script:Start()

     

    local music = Sound:Load(self.Music)

     

    self.source = Source:Create()

    self.source:SetSound(music)

    self.source:SetLoopMode(true)

    self.source:Play()

     

    end

     

    You should see something like this in the "Script" tab of the pivot you created.

    71e41981bc24f456fb5660054cc237ad.png

    So just set it to whatever you want and you're good to go ! biggrin.png

     

    You could also add something like this ( in the updatephysics function ) to mute / unmute

    db1daaaf1e09e3bd5b516ce9e3346dc3.png

  9. Thanks shadmar. That's almost what I'm after, but is there any way of making it sharper? I'm looking to have solid pixels, without any kind of blending/combining. I'll try to figure it out myself, but in the mean time if you know how to do it, it would be greatly appreciated.

     

    Adjust this -

    const int downgrade = 6;

    1 = 1920x1080

    6 = 320x180

    • Upvote 1
  10. It's supposed to look like this -

    http://i.imgur.com/6icuHH2.jpg

     

    But it looks like this -

    http://i.imgur.com/C4Cwvo4.jpg

     

    I'm pretty sure it's because of the vintage shader. I changed the values a bit, but it seems like it exported the default ones. And I definitely need the vintage shader because it looks ugly without it :c

     

    What should I do ? I published it with the "Only include used files" option ticked, but since the vintage shader is actually there, this shouldn't be the problem.

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