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Olby

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Posts posted by Olby

  1. They're pretty fast. Just last month they bought Impulsonic - guys who developed this. And already this month it's rebranded and released as Steam Audio :)

     

    https://uploadvr.com/valve-acquires-3d-audio-company-impulsonic/

     

    I've looked at it. It's great but in my opinion bit of an overkill for the type of games Leadwerks users are creating. Let's be honest sound aspect is very neglected in this neck of woods.

  2. Different brand? I know when I switch from AMD and Nvidia, I always saw a brightness/contrast level difference in games.

     

    It might be. I remember back in 2005 I had an Nvidia card when playing GTA San Andreas. It failed one day and we swapped it with a comparable ATI/AMD model. Without changing any in-game settings the graphics looked completely different. ATI was way more sharper and cleaner yet darker as it had more contrast. I'm pretty sure things are different these days but it's a possibility.

  3. 1,2: This is not yet supported. The community has requested vertex editing and slice numerous times - lets hope it gets implemented soon.

     

    3,4: Prefabs (*.pfb files) can only be made in Leadwerks editor but the prefab it self can contain both models and CSG brushes. Prefabs are simply Leadwerks maps with .pfb extension. You can re-open them and edit. To group objects you either need to make pivot object and make everything else children of the pivot. Or you pick any object and child the rest under it.

     

    5: Grouping was once implemented but proved to be buggy and inconsistent. It has been removed and not supported/implemented since then. Currently the only way to group entities is to do the child/parent thing I mentioned above.

  4. It's a well known issue. It happned to bunch of people some time ago. I don't know what fixed it for me. Wasd and mouse controls suddenly stop working for the perspective window. Reinstalling Steam, Leadweks, video drivers didn't help. I suspect it was some kind of Windows update related issue since it started working again few days later without my interferance. Search the forums, there was an exact bug report, maybe a year ago.

  5. Texture lock does the magic of keeping the textures locked on CSG brushes while you move them around (there's a button on the toolbar). However in its current state texture lock fails to do that with prefab objects. Welcome to the club, we all are waiting for a fix.

  6. Additionally, I have this weird texture corruption bug that happens to complex (with many CSG brushes) prefabs. Again, it does this only when the prefab instance is rotated and moved. In this case I have made a Cube map and move one of the rotated prefab walls and it corrupts the textures beyond repair. A new prefab instance needs to be used. It is really frustrating since I have tried making this level nearly 2 years ago and encountered the same issue. Shame this hasn't been dealt with since (and I did report numerous texture bugs).

     

    post-4357-0-44098500-1453826317.gif

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