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SpEcIeS

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Everything posted by SpEcIeS

  1. Currently using XFCE and it has no issues with Leadwerks and in the past I have used Leadwerks in Gnome without issue. Window managers such as Fluxbox may have issues with dialog boxes not loading dimensions and appearing only as a titlebar. All tested using Debian Jessie. Also, are you using proprietary drivers, or amdgpu open source drivers?
  2. Using the same distro, but not receiving this crash. Maybe some more information can be added to assist in helping out with this problem.
  3. Mint is a skinned, tweaked, Ubuntu, but in the case of Mint 18, you will encounter the same issues as those running Ubuntu 16.04. Make sure you read the release notes for Ubuntu 16.04 to grasp a greater understanding about Linux Mint. The distro path equals: Debian -> Ubuntu -> Mint There is a lot of misinformation regarding GNU/Linux and how each distribution is constructed.
  4. Made many posts regarding this problem and still nothing has been done about it. This problem does not exist in Unity3d for GNU/Linux, so it is not a "driver" problem. This desperately needs attention. Until it is corrected, it has ended my interest in Leadwerks.
  5. Seems to work fine, for the most part, in Fluxbox. The project manager and other windows that are static size need to be maximised in order to interact with them. The main issue that I have faced is the model editor is broken. Models are patchy and save in a patched state and there seems to be no fix in sight. Using Debian Jessie GNU/Linux.
  6. When this interesting package is uninstalled, it removes the following shaders: directionallight.shader pointlight.shader spotlight.shader. Perhaps backing them up before installation would be an idea.
  7. It would seem that when using code that materials are not being loaded for cylinders and cones: function App:Start() --Create a window self.window = Window:Create() self.context = Context:Create(self.window) self.world = World:Create() self.camera = Camera:Create() self.camera:SetRotation(35,0,0) self.camera:Move(0,0,-1.2) local light = DirectionalLight:Create() light:SetRotation(35,35,0) material = Material:Load("Materials/Developer/bluegrid.mat") box = Model:Box() box:SetMaterial(material) box:SetScale(0.1,0.1,0.1) box:SetPosition(0,0.55,-0.8) sphere = Model:Sphere() sphere:SetMaterial(material) sphere:SetScale(0.1,0.1,0.1) sphere:SetPosition(0.15,0.55,-0.8) --materials not loading for Cylinder or Cone cylinder = Model:Cylinder() cylinder:SetMaterial(material) cylinder:SetScale(0.15,0.65,0.15) cylinder:SetPosition(-0.6,0,0) cone = Model:Cone() cone:SetMaterial(material) cone:SetScale(0.15,0.65,0.15) cone:SetPosition(-1,0,0) return true end function App:Loop() if self.window:Closed() or self.window:KeyHit(Key.Escape) then return false end Time:Update() self.world:Update() self.world:Render() self.context:Sync() return true end
  8. Yes, unfortunately it does not change anything. If you try out the code, but change "Model:Cylinder" to "Model:Box", or "Model:Sphere", the material loads as expected. If Cylinder, or Cone is applied to Load, the material does not get used.
  9. Created a script this morning to load a cylinder with an attached script, however the material does not seem to load for the cylinder, or a cone, shaped CSG. Spheres and boxes load without issue. Not really sure why the materials are not loading, but I am hoping someone could clear this up. function Script:Use(entity) local bottle = Model:Cylinder() local material = Material:Load("Materials/Developer/bluegrid.mat") bottle:SetMaterial(material) bottle:SetScale(0.15,0.65,0.15) bottle:SetPosition(-4.4,1.6,1.9) local shape = Shape:Cylinder() bottle:SetShape(shape) bottle:SetMass(1) bottle:SetScript("Scripts/Functions/PickupHealth.lua") end
  10. Today curiosity got the best of me and I install Unity3d 5.1.0f3 Personl for Ubuntu (Debian derivatives) and the models work just fine and import without issue. There are no patches,or missing portions, in the materials of models with animation, thus furthering the conclusion that the Leadwerks model editor is flawed on the GNU/Linux platform.
  11. Maybe using Blender would be a better option for correcting black models?
  12. Same issue here using Debian Jessie x86_64. Not sure if it is an LE issue, as I can load up my projects in full screen without a problem, but, like Braqoon suggested, maybe a window toggle would be helpful. Great start and I am really looking forward to seeing how this project evolves.
  13. For the last few days I have built a program in LE that loads a model, applies the materials, and allows all animations to be accessed without flaw. All this was done via lua script. The use of models, and manipulation of said models, is possible without the use of the GNU/Linux version of the buggy model editor. I do have a question regarding "Strip Vertex Colors". Some models, when loaded, are black and absolutely huge. lol So, I have applied a rescaling to solve the size and have used a method, surface:UpdateNormals(true,.00001,150.0), to change each of the surfaces from black to the material designs. When looking at the model editor under Option -> Strip Vertex Colors, code wise, what exactly is being applied here? Correction (I cannot seem to edit my posts): Tools -> Strip Vertex Colors So I can.. sort of. O.o
  14. It has been a long time since I have used KDE (SuSE 8.1), I was not aware that it is one of the few GUI interfaces that does not allow the M$ key + Left mouse drag to move oversized windows around. My little netbook often runs into oversized window issues, so this little combo has really come in handy. Even on Fluxbox, XFCE, Gnome.. etc.. Are you able to map the M$ key? I agree, the window needs to have the resize enabled when compiled.
  15. Try holding down your "M$" key and then drag with you left mouse button to move the window around. Allowing the window to be resized really does seem like a simple fix. O.o lol
  16. Replaced the false with self.crouched in the UpdatePhysics function? If so, maybe it is what macklebee was saying about the height. --With smoothing --Position camera at correct height and playerPosition --self.entity:SetInput(self.camRotation.y, playerMovement.z, playerMovement.x, jump , false, 1.0, 0.5, true) self.entity:SetInput(self.camRotation.y, playerMovement.z, playerMovement.x, jump , self.crouched, 1.0, 0.5, true)
  17. Since I had not tackled this yet, I decided to this morning. ( Not adding the Peek, but only the crouch option) Brutile method seems to let the player crouch to pass below surfaces previously not able.
  18. Just guessing, but I would think this thread is related, as the model seems to save in an animation step with rendered issues: http://www.leadwerks.com/werkspace/topic/10856-model-editor-freaks-out/ https://devtalk.nvidia.com/default/topic/812194/bug-report-rendering-problem-on-linux/ Until it is fixed, it is very likely I will continue to talk to myself about this. lol
  19. Ok. I have determined that it is the model editor. If the merc model, which works completely fine, is loaded into the model editor, then Save is selected, the materials are then patchy, like the image and video that are provided above. O.o
  20. Not sure if this will help, but if you are using Unity on your Ubuntu, try turning of compiz. Compiz dramatically reduces framerate. https://askubuntu.com/questions/689602/disable-all-visual-effects-in-ubuntu-15-10
  21. Maybe this will help you out? http://www.leadwerks.com/werkspace/topic/12805-basic-sneaking-tutorial/page__hl__crouch
  22. SpEcIeS

    Raiseland?

    Raiseland does allow you to manipulate the terrain. It takes some getting use to, but it can be done. However, if you want to save yourself some money, I would try Blender like Roland shows in his video. Even though I like Raiseland, if I would have seen this video prior, I would have used the Blender method instead. lol
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