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N815

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Everything posted by N815

  1. can you give this for Lua? I don't have the C++ version
  2. --Create a window local window = CreateWindow("TEST LEVEL", 0, 0, 1280, 720, displays[1], WINDOW_CENTER | WINDOW_TITLEBAR) I assume fullscreen (if possible) should be roughly there? I was looking through the documentation, but I couldn't find anything to make the game EXE fullscreen apart from fullscreen effects there was nothing mentioned also I couldn't find anything on how to hide the mouse cursor whilst the game is running edit: just figured it out from WINDOW_TITLEBAR to WINDOW_FULLSCREEN could need a little help with hiding the mouse cursor
  3. 0.9.5 is much, much better THANK you for that !
  4. I have installed the stable version for now it doesn't do it again, but I'm not really sure what went wrong I cn't replicate the error
  5. if I start the game inside Ultra Engine, everything is fine when I start the game deployment I get this Vulkan Error 4 Debug won't start at all can I make just OpenGL legacy executable? (I have no issues with commercial games with Vulkan API like THE SURGE 2 for example) AMD Ryzen 5 3500 U 16 GB RAM 10 TB SSD Windows 10 Pro
  6. YES!!! Real windows. This looks awesome !
  7. Thanks. You are way ahead of me. BTW, you wouldn't know how to make a halfway good looking glass shader, would you?
  8. I remember something similar with Radeon Pro Render on Blender. But at that time my specs were even worst than now (Ryzen 3 6 GB Ram or something Quadcore) Now Radeon on Blender is for me a constant crash and miss. I can't get it to work. So I stick with Cycles. In the above, I figure you tested on dedicated AMD Chips ?
  9. that engine looks promising the 59 deal would probably suffice in my case when the AMD part will be alright to hit the road ( ? ) it's only a hobby these days, as I'm retired and enjoy the more less competitive side of 3D
  10. what system requirements are we talking? I have 16GB Ram but a low-end AMD Ryzen 5 3500U with Radeon Vega Mobile Gfx 2.10 GHz
  11. I exported as Collada into Blender and then from Blender to FBX wow, but that worked by the way, do you have plans for a 64bit version?
  12. I need to look into this. In Blender are 7 slots but it doesn't matter as it's the same as in Leadwerks
  13. oh, there are only 2 selections for textures, but originally there should be 7
  14. weird I don't understand it is there a texturing tool inside Leadwerks Engine?
  15. that's what it looks I didn't put much effort into it, only for testing in the game engine everyone is free to keep it and play with it ROOM2.zip
  16. Thanks So basically I put all models inside the project folder including textures. One question. What am I doing wrong that my FBX model has no textures but in Cinema 4D it looks good?
  17. I have tried Blender 3, Cinema 4D R19, Lightwave FBX export Leadwerks is ignoring any 3D model exported as FBX I'm somewhat at the point asking for a refund
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