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SpiderPig

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Everything posted by SpiderPig

  1. I re-downloaded and found no material. But using the diffuse+normal+specular shader I found no issues on either models or with more than one in the scene. I've attached the material I used so you can compare it to the one you are using. I'm not sure what the "paper_m.tex" is used for? I'm not sure if you purposely need a large scale model, but they are quite large. I would suggest playing with your material settings to see if the problem disappears. Mat.zip
  2. Thanks. What shaders are you using in your material? And what textures are in what slot? If you could add your material as well that'd help.
  3. Can you upload the model and material so we can have a look?
  4. Thanks macklebee, Josh's comment at #9 gave me the info I needed. And the script will come in useful too.
  5. Hi, I have made a large sphere shape which is set up as a trigger and I have attached a collision hook to a cube which I fire from the camera at the sphere. The hook is called upon collision but also seems to be called when the cube is inside the sphere. Even if it has been created in the sphere on start-up. Is there a way to only detect a collision with a face? Not the volume as well? I thought of just removing the hook upon first collision, but I'd like it there for collisions that may happen later. Any ideas?
  6. Thanks for the info. It sounds good for changing a mesh in real time, however its the physics shape that has to be changed in real time too. I'd like to see a faster method of PolyMesh (), but i may have to come up with a differnt way of generating the shapes in realtime.
  7. Do you think it will change the physics shape though? Or just the mesh?
  8. Hey guys, What I have is a large dynamic mesh, and Shape::PolyMesh() takes too long to be used in real-time. I want the shapes vertices to change along with the mesh's without using Shape::PolyMesh() all the time. Is it possible to manipulate the vertices of a shape without re-generating it?
  9. I assume it's possible seeing as the editor is doing just that. But how would I go about implementing it? What I want to do is run Leadwerks in a panel or something similar and spread Win32 form controls around it.
  10. The new shader solved the problem perfectly, thanks! In future when I update my project, will the shader convert to the old one or will you update that too?
  11. Steam Edition v3.1 converts images to the .tex format with loss of quality and various other defects. Attached is some images of the problem. Thread : http://www.leadwerks.com/werkspace/topic/9440-loosing-quality-through-drawimage/#entry71425 Data.zip
  12. Hmm, what version are you using? I'm using Steam Indie Edition 3.1. Have tried different formats; dds, tga and bmp, but all have the same problem - bmp is actually worse (attached) Screenshot.zip
  13. Shall try .dds tomorrow. Thanks
  14. In the editor the image displays okay. It's just when using DrawImage () does it look bad. It also produces a line one pixle high, right at the bottom of the rendered image... im pretty sure that line belongs at the top.
  15. Have done that allready. Still the same quality.
  16. I put together a quick little app to test it and get the same results. Here's the code; --This function will be called once when the program starts tex=nil function App:Start() --Initialize Steamworks (optional) Steamworks:Initialize() --Set the application title self.title="MyGame" --Create a window self.window=Window:Create(self.title) self.window:HideMouse() --Create the graphics context self.context=Context:Create(self.window,0) if self.context==nil then return false end --Create a world self.world=World:Create() --Load a map local mapfile = System:GetProperty("map","Maps/start.map") if Map:Load(mapfile)==false then return false end tex=Texture:Load("Origanal.tex") return true end --This is our main program loop and will be called continuously until the program ends function App:Loop() --If window has been closed, end the program if self.window:Closed() or self.window:KeyDown(Key.Escape) then return false end --Update the app timing Time:Update() --Update the world self.world:Update() --Render the world self.world:Render() --Render statistics self.context:SetBlendMode(Blend.Alpha) if DEBUG then self.context:SetColor(1,0,0,1) self.context:DrawText("Debug Mode",2,2) self.context:SetColor(1,1,1,1) self.context:DrawStats(2,22) self.context:SetBlendMode(Blend.Solid) else --Toggle statistics on and off if (self.window:KeyHit(Key.F11)) then self.showstats = not self.showstats end if self.showstats then self.context:SetColor(1,1,1,1) self.context:DrawText("FPS: "..Math:Round(Time:UPS()),2,2) end end self.context:DrawImage(tex,200,200) --Refresh the screen self.context:Sync(false) --Returning true tells the main program to keep looping return true end
  17. Hello. I've taken a close look at my 2D images when they are drawn with DrawImage() and there is a notable quality loss. Not sure if this is a bug in the conversion process or not or if it's my textures... So I've attached the images to see what you all think. One is the original image rendered in Blender. And the other two are screen shots in game; one with the filter mode set to pixel and the other to smooth. Thanks Data.zip
  18. I created a new Lua project and tried picking Terrain within the editor without success as well. I've attached an un-compiled c++ project for you to have a look at. Thanks. PickableTerrain.zip
  19. It compiles now, but I get an unhandled exception at PushObject. ...I created this project in the editor as a C++ project by the way - does it need to be set-up as a Lua project in order to work?
  20. Thanks for the info guys, but lua_pushobject is not defined? I've updated my project just to be sure, but still it's not there
  21. In LE2 the following code worked for setting a global variable in lua, BP L=GetLuaState(); lua_pushobject(L,camera); lua_setglobal(L,"camera"); lua_pop(L,1); but in LE3 GetLuaState() and lua_pushobject() doesn't seem to exist... Are there other ways to set global variables from c++ now? A command like GetCurrentCamera() would be useful...
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