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Nexerade

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Posts posted by Nexerade

  1. Make a screenshot. But I'm almost sure this will fix the problem:

     

    Go to

    -Script Editor

    --Player

    ---FPSPlayer.lua

    in line 153 self.camera:SetMultisampleMode((System:GetProperty("multisample","1")))

     

    change 1 to 2.

     

    This will make antialiasing 2x when player spawned.

     

    This fixed problem for me on R9 380 4 GB

     

     

    Oh yeah, and for fix it in editor - go to editor settings and set AntiAliasing 2x or higher.

     

    But anyways, even if this will fix the problem - make a screenshot please.

  2. For the first question, look at the API for surface:

    http://www.leadwerks.com/werkspace/page/api-reference/_/surface/

    I can't give you a detailed answer on how to do it though, sorry.

     

    For the second question, the FPS template uses this code to hide the player. You can do the same with the helmet.

     

    local material = Material:Create()
    material:SetBlendMode(5)--Blend.Invisible
    self.entity:SetMaterial(material)
    material:Release()
    self.entity:SetShadowMode(0)

     

    Thank you, that's all I needed to know!

  3. As I can see - Leadwerks can read vertex groups and you can paint them in editor. I just wanna know what function editor uses to make this.

     

    I want to be able to paint groups in textures right in real time in game, by player choise.

     

    And 2nd question - is it possible to make invisible textures on model? On example I want to have a function to turn off helmet in real time. I'd tried to use 0 0 0 0 RGBA .png texture and ...+alphamask shader, but in editor my texture is just white.

  4. The most greatest part of perception of the scene is wall textures. No, they don't have to be HD, they just have to be realistic, I guess. I have a few projects and in 1 of them there are no textures at all, only colors at walls. And know what? Even minecraft with it's 16x16 could have horror scenes, but not a game without wall textures.

     

    Yes, you have textures at walls, but they are almost without any... anything, you know.

     

    I'd made a few maps for CS:GO - and some times it's creepy even in editor, even when I'm just using standart CS:GO's textures. Let me show you:

     

    http://files.gamebanana.com/img/ss/maps/568931633db8b.jpg

     

    http://files.gamebanana.com/img/ss/maps/568933a92188c.jpg

  5. Well, I've bought the model, but animations did by myself. I think I cannot just post this model on forums.

     

    I'm gonna try to say what's wrong.

     

    I have a model. Here: eiTrqrv.png

     

    As you can see - all vertex are assigned and animations works fine: 7grRXXV.jpg

     

    File is in .fbx format:

    gtrqrzl.jpg

     

    After importing fbx again in my editor (MilkShape 3D 1.8.5 beta2) - Everything is fine.

     

    LeadWerks automatically see .fbx file as .mdl

    gVZwyWD.jpg

     

    Here we go to Edit mode in Leadwerks.

    1tIE6Ac.jpg

     

    As you can see - editor can see there are 17 frames. I'd made "Extract" Run animation to see if it helps - but no. Always I use "play" button - there are 1 frame animation that doesn't change, even if number of animation goes forward.

     

    Any ideas?

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