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  1. Can I use can MSVS community 2022 with Leadwerks? Just had to buy a new PC, been happily using MSVS Comm 2019 for ages but they won't let me have it anymore. Thx.
  2. Hi Josh, That's brilliant, thanks so much for such a quick reply. (Absolutely love Leadwerks by the way. Best engine I've ever used.) Cheers, Colin
  3. Hi all, I'm in the process of converting key parts of my partially written framework using Leadwerks from Lua into C++ and I have a question about loaded assets and memory management. Looking at things like the CreateNew load parameter, the Asset path attribute and the Copy function, I'm guessing that if I load the same asset more than once, the API will just return a pointer to the existing instance already loaded, in order to save memory - is that correct? If so, my real question is, what happens if I load a Texture from C++ and then load the same one again from my Lua code. W
  4. Thanks Rick. I ran a bunch more tests and I think I understand it now. I tried saving an identical, but differently named asset and that got converted into a new .mdl file, which avoids the instancing issue. Thanks for the help.
  5. I have what may be some kind of instancing issue. I have a model created in Blender and imported to Leadwerks. I opened a new empty map, dragged in the model, attached a lua script, and saved the result as a prefab. I then opened another new empty map, dragged in the model again, attached a different lua script and saved the result as a second prefab. The model has no material. Both of the scripts create their own new material and attach it to their associated entity. Each then make changes to it's material - one uses a buffer to write and draw graphics to its associated material, th
  6. Awesome, that makes life so much easier. Thanks!
  7. Hi all, In the sample FPSGun.lua code I see this: e:SetLoopMode(false,true) where e is an Emitter instance. The docs only list one parameter for SetLoopMode(). Can someone tell me what the second parameter does? Thanks.
  8. I should also mention that looking again in the model editor and even in the scene graph pane in the LW editor, I can now see that I have a "cube" object parented to a STATIC_MESH object, so the fact that the loaded mesh was parented is completely self evident. I just wasn't looking at it properly! Duh!
  9. Absolutely spot on, thank you. I hadn't occurred to me that the model would get parented to an empty one when loaded. I can now find the triangles list and everything. Is there some way I need to mark this as the right answer like in some other forums? Thanks again! Really appreciate the help.
  10. Hi, I'm trying to programmatically get model info in lua. I have imported a simple cube model with the same texture on all 6 faces. In the model editor it is shown as having a single surface, index 0 with the expected material. However, when I try to access this from code I can't find the surfaces. In a script attached to the entity I've tried: local surfaces = self.entity:CountSurfaces() and local model = tolua.cast(self.entity, "Model") local surfaces = model:CountSurfaces() All of which show indicate there are zero surfaces. I've scoured the docum
  11. Hello folks, Can anyone tell me how LW chooses what texture or material to use on a newly created brush by default? Thanks and regards, Colin
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