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Posts posted by Roland
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Hi.
I can't get Material Mapping Scale to work on a simple Box brush
Check the video. Am I doing something wrong or should I move this to Bugs?
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I will try to rescale to proper size in Vänder before import then and see what happens. Thanks for testing
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If anyone would like to check my rockmodel its here
https://drive.google.com/file/d/0BxiIxUxwZUvDdEIwWkowWGJTVUE
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is it just on that one rock? in the video it didn't look like the other rocks had that issue... if its just that one rock maybe something with the material's specular texture or the model itself?
I moved the stones a bit from each other and the shadow problem exist on all of them.
Tested in another engine and no problems there. I will go through my models and materials another time though.
Thanks for the suggestion
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In the Leadwerks editor->Tools->Options, Under Video tab is your lighting quality set to high?
Tested without any difference. The strips are still there. Thanks for the suggestion though
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Aggror ... WELCOME back It seems like every time any of us leaves for doing something else we come back as drug addicts. The Leadwerks Engine perhaps should be classified as a drug
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Sorry to bring this up again. I have a faint memory that I asked this a long time ago, but now I can't remember if I ever got an answer, I'm an old guy
Here is a YouTube video on my problem
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I know it's getting a bit OT but the exports from Modo with the scaling work in other engines but not LE.
Yep. Same here. Works with Hmmm and Errhmm but not with LE
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Thanks Shad
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Would it be possible to have some checkbox for turning off the green wireframe of the terrain while working. It's really annoying to have it in front of what your doing all the time.
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True Rick. But how do you rotate a folder
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Add a Pivot and drag your objects into that (as Childs) and you have your Group.
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DrawText only accepts strings.
One example on how to.
#include <sstream> void draw_float( Context* c, int x, int y, float val ) { std::ostringstream s; s << val; c->DrawText( s.str(), x, y ); }
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Looks awesome Chris
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Yes. That's another way to achieve same effect.
However, a singleton gives you control over when the class is instantiated. A static class is less controllable and is instantiated before main is called.
The sequence in which classes is instantiated can sometimes be critical when the singleton depends on some other class or resource which is not available before main is called.
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Lua support is not going to change. Lua is awesome.
Thanks. This thread really made me worried after have spent time finally learning cpp<-->lua work together. It's okay to ADD BMax of course if it not breaks current Lua connection.
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A Singleton is a class which will only have one and only one instance in your project. The Singleton can be accessed from anywhere.Here is how to make a Singleton class:
class MySingleton { private: MySingleton() {} // Prevent users from making instances public: static MySingleton& instance() // returns the one and only instance { static MySingleton instance; return instance; } void SayHello() { System:Print( "Hello"); } };
Now you can use it anywhere in any project file like this
MySingleton::instance().SayHello();
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Just absolutely great of you.
Thanks
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Will do that if I take it up again. Good idea
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Aggrors (Jorn) website.
Aggror.com
I book marked Roland's C++ you tube channel. I haven't watched it yet ( still getting to grips with LUA ) but should be of some help.
http://www.youtube.com/playlist?list=PLD9BT6X6Eefz3omHi4q8s2vtLhBbdv-ql
Those tutorials are about general C++ programming aimed towards Leadwerks. I was planning of doing more of them but didn't because there was very few viewers. However if you are totally new to C++ its a good start as start assuming you know absolutely nothing. I talk quite slowly as English is not my native language.
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Yes. I noticed that. Thanks
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Tested a bit and it seems that its not supported
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Can self.component:CallOutput( "something" ) give a return value ?
Means that the in-function returns a value that is passed to the CallOutput return
Lua1.lua
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function Script:func()
local retval = self.component:CallOutput( "something" )
System:Print( retval ) -- prints "Hello" ?
end
Lua2.lua
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function Script:something()--in
return "Hello"
end
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[Solved or is it ? ;)] Shadow problems
in Game Artwork
Posted
This is so weird that I do hesitate to tell it.
The shadow problem suddenly went away.
I added a pointlight into the scene for some test and then removed it so the scene became same as shown.
Now to the spooky thing. The shadow artifacts are gone. Same scene, same lighting, same settings.....
So good for now ... eeeh... I think