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Posts posted by ChrisV
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Hi everyone,
Having a strange 'bug' after updating Leadwerks to the latest 2.5.
The grasscolour no longer matches the terrain and the shadows are missing on trees that were placed with the vegetation paint mode (see screenie).
As you can see, some trees have shadows (those were placed manually) while the trees that were painted don't have shadows.
And, the grass is rather dark and doesn't match the terrain anymore.
Anyone else got this problem and knows how to solve it?
Thanks for the help.
Cheers
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Pretty cool Chris. I like itWOW ChrisV.... That's really great.
I bend my almost bold head to the ground and hail you......
Heheheh, thanks a lot, guys. Much appreciated. Keep rockin'. \M/
Not my type of music but my type of fans.Nice! That vid made me laugh.
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Hey guys and ladies,
I don't know where else to put this, but here it goes.
My favorite music genre is Metal (Heavy metal, Thrash, Death, Black, etc...)
It has been for over 30 years now, and don't think that'll ever change. Hehehheh.
Since 10 to 15 years, I've been playing guitar (self studying) and I make my own metalsongs. I make House, Trance, Atmospheric music too, but Metal is one of my favorites.
One of the bands that I really love, is Slayer. I have all their albums. Hehehheh!
So, I made this cover of a Slayer song, called 'Raining Blood'. So, if anyone is into Metal and wants to hear it, here it is. Hope you'll like it. Enjoy!
Cheers
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I'm currently working on character creation and animation, wish me luck
Looking good so far, Eagle!
What modelling program did you use to make 'em? You still use Truespace? I'm asking cuz I'd love to see/find a good tutorial on character rigging/animation in Truespace. Any idea where I can find one?
Btw, I've deleted the images in my previous post. Don't wanna cloud your thread with images of my game.
Cheers
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Slayer! Wow, I haven't seen you around in a while, probably because you are using your real name now LOL! Cool to see you again Chris, and thanks for the nice comments.
Yeah, hehehhe, it's been quite some time! Glad to see you back, though.
True, that's my real name.
I hope to make something really cool with this engine and for the first time in a LONG time I have no obligations with any other companies so I can do my own thing for a change. Can't wait to see what you come up with!Well, I'm really looking forward to the cool things you'll make with this great engine. If you need help with anything (sounds, music, graphics, 3D models, coding, ...) just give me a call.
I've been busy with a lot of things lately. One of them is a Horror fps game I'm developing with some friends of mine.
Cheers
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Why not go for something like Leadwerks SDK, or Leadwerks GDK (Game Development Kit)?
And, you could add a number at the end specifying the version number.
Just my two cents...
Cheers
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I am not clear on what you did. What does your shader look like now?
Ati says they fixed it, so if it isn't in their latest drivers, it should be out soon, and either method will work properly.
I just commented the line of code out that you mentioned in the post above. Like this:
#ifdef LW_RENDERTERRAINCOLORMAP height = texture2D(texture15,vec2(texcoord1.x,1.0-texcoord1.y)).x*terrainscale.y; //#else //No idea why this changes behavior: //height = texcoord0.y;//vertexposition.y; #endif
Cheers
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No, that won't have any effect.
If you look at terrain.frag around line 97 you should see this:
//No idea why this changes behavior: height = texcoord0.y;//vertexposition.y;
That's what fixed the bug you are seeing.
Heheheh, that's weird. I remmed that line out, and voila, it works now. Thanks so much, Josh.
Just one thing though, if I leave this line remmed out, and save this shader with the games I make on other machines, will this have effect on the terrain been cut out if their graphics card is an ATI Radeon HD 3800 series?
How can I make sure that it doesnt cause a problem when people play my game on their machines?
Thanks
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I don't think you're using the version 2.5 shaders then, because I have the same card and it was fixed.
I just used the updater to install version 2.5, still no change. Also tried with the LE 2.5 evaluation kit, same thing. The error still remains.
I also noticed that I have directx 11 on my system (due to an update by Microsoft > KB971512), but my graphics card doesn't support this version of directx, I think. Could that cause teh issue here?
Thanks
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This is a known issue. If you upgrade your graphics driver it should fix the problem:
Hi Josh, thanks for the quick reply.
However, updating to the latest drivers didn't solve the problem. I already had the latest version, but I uninstalled it (just to make sure), reinstalled the latest drivers again, but that didn't change a thing.
Any other ideas?
Thanks
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Hi all,
I'm not sure if this post belongs here, but it seems that I cant get the visibility option working in the editor.
I have the latest version of the editor (2.5), but even when I tried it with the previous version, it didn't work.
Here's how I tried. I created a terrain (1024x1024), two meters per tile. Sculpted some hills, then whent to the visibility tool, and while leftclicking, I tried to 'carve' holes in the terrain. But, whenever I start using the visibility tool, my terrain completly dissapears. And, the square from the visibility tool gets kinda hazy and fuzzy.
The terrain is still there, cuz when I go to play mode, I can still walk as normal, but I cant see any terrain.
There's also a square visible on the top right of the image which shows up when I look in certain directions.
Any ideas?
Thanks in advance. ;-)
My system specs:
Vista Home Premium 32 bits
Service Pack 2
AMD Athlon 64 X2 Dual core 4400+, 2.30 Ghz
3 Gig ram
ATI Radeon HD 3800 series
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I used the emmiter editor with le 2.43 without problems. I just upfated to le 2.5 but have not tried it with that.
I will check it now.
Yes the emitter editor still works with latest le release.Export your file to scripts folder.Hum, it's strange though, cuz it doesn't work for me.
Should I just unzip the files into the main LE folder? Or create a seperate folder to unzip all the files from the Emitter Editor?
When I unzip the files to the main LE folder, it asks me if I want to overwrite some newer files with older files. But then when I launch the Leadwerks Editor, I get an error 'exception access violation' (or something simular).
I'll try again by creating a new folder in the main LE folder, and exporting the .lua script created by the Emitter Editor into the scripts folder.
OK, I got it working now. Heheheh.
Thanks for the help, Cassius.
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Thank you so much for the quik answer, Marley's Ghost.
So, basically I cant use it for the latest version. Too bad, though. I hope to see a particle editor in the next Leadwerks engine.
Is Von04 still a member?
Cheers
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Hi all,
My name is Chris, and I'm very excited having bought the Leadwerks Engine.
It's a great engine and I'm eager to start making great games with it.
I'm new here, so if this is the wrong place to ask this question, just let me know.
In the 'Tools' section of the Asset store, there's a program called 'Emitter Editor' by Von04.
The program on itself works great, and I like it very much, but I cant seem to get the emitters work in
the Leadwerks Editor.
So, is there anyone that knows how to get the Emitter Editor to work with the engine?
Any help is greatly appreciated.
Thanks in advance.
Cheers
Weird grass colour and no shadows from trees...help?
in General Discussion
Posted
Well, to start with, double clicking on both the grass or the 'Spruce' three, brought up a blank window, without the dropbuttons or sliders to adjust the settings.
So, I had to add
in order to see the properties in the window.
Changing the dropdown list to 'dynamic' shadows, did add a shadow on the grass when I add the grass object manually, but not when painting the terrain with grass.
The same goes for the Spruce tree. No shadows if I use the vegetation paint tool to add trees, but I do have shadows if I put the Spruce tree model manually.
That's what I thought as well, but after updating, it no longer works.
Maybe its not a bug, but somehow it doesn't work. I'm starting to think it has to do with the 'mesh_diffuse_alphatest_terrainnormals_terraincolor.frag' shader after the update.
Cheers