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Olby

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Everything posted by Olby

  1. +1, I think even from a business perspective offering a replacement for 3d World Studio would be beneficial. I used to use it and since it stopped working in Windows 7+ there are no other options but to nag Josh to include the same functionality in LE Editor. Thank you for your attention.
  2. It might be low-priority but it breaks the smooth asset pipeline we had before. It's no longer "save in the editor and see instant changes in LE" behaviour.
  3. Olby

    Vegetation Update

    Hooray, nav mesh is affected by vegetation collision shapes. Excellent.
  4. How about a global per level character height setting. This way you can use an average. Or if all characters are of the same height- avoid shch nasty limitations at all.
  5. Dude it's a game engine not game MAKER. You will have to implement these things yourself however, like I said, search around as I remember seeing a script/shader that does exactly what you need.
  6. Gifs really? What's next MIDI support? But on a serious note GIFs are very bad for anything game related. They loose colour data, are badly compressed and file sizes are huge so anything more than 256x256 would be a nightmare to deliver. Use animating atlas shader or if really necessary AVI plugin or something like that. I think there was one around here.
  7. This needs to be built in. We are not asking for anything extraordinary. Besides Josh has already posted a sample code, so I don't see a reason why that could not be implemented natively. This has a very simple logic, if he adds oggs then the games on the Game player will become smaller and in turn download faster. This might lead to a greater fan base. Simple business.
  8. Last year's free Halloween models: http://steamcommunity.com/sharedfiles/filedetails/?id=314911379
  9. Why don't you put this stuff up on Workshop? Good job, anyway.
  10. Olby

    Billboard Generation

    Josh, have a look ar this. I used it some years ago and it did exactly what you need. Models are prerendered as all around texture atlas on load. Works well with animated characters etc. Unfortunately it came along too late in the products life cycle and therefore got very little exposure. But there are some demos you can download and have a look at how they did the billboarding. http://www.thegamecreators.com/?m=view_product&id=2293
  11. You know that this type of request is not going to land on Josh's ears simply because it is too niche and will not be useful to the majority of the users. Besides what is stopping you from making a similar town in your modelling package and have one large texture for all of its models. Within Leadwerks you can have separate models using the same texture (atlas) and the engine will hold only a single copy of it.
  12. I don't think Leadwerks uses BSP. https://en.wikipedia.org/wiki/Binary_space_partitioning
  13. I just quickly looked at it and seems like Np++ is expecting the executable to be in the Windows PATH variable. You can add your game's folder to the PATH environment variable and then Run Np++ using e.g. "LEGame.debug.exe". Have a look at the help file perhaps there is another way to run this using absolute path.
  14. I don't think you will be able to use debugger but you can simply point to your LUA game executable and run it via Notepad++. Since its LUA no compilation is required and your game will use the new script content.
  15. That I can't tell you, better ask Josh. However I don't see why not, this is a Leadwerks specific texture format so...
  16. I know this doesn't answer your question directly but Leadwerks editor is using a conversion utility to convert all supported bitmap formats into .tex files. Perhaps if you don't get access to the file format description you can employ this tool instead. It's here: "..Steam\SteamApps\common\Leadwerks\Tools\img2tex.exe"
  17. http://www.leadwerks.com/werkspace/page/api-reference/_/vehicle/vehiclecreate-r861
  18. Have you turned off sandboxing mode?
  19. Read on here: http://www.leadwerks.com/werkspace/page/tutorials/_/models-and-animation-r8#section6.1 In your case it sounds like the best option would be to use convex decomposition.
  20. I just stumbled upon this issue once again. I think it would help to restrict editor's Skybox file browser to .tex files only. I added a note to the API doc's entry on SetSkybox command.
  21. Olby

    Art

    Although I don't need help with 3D art myself I do believe if there would be at least one tutorial demonstrating full character production pipeline it would only bring more people on board. We don't need to focus too much on the modelling part but more like the general do's and dont's and how it all works together in Leadwerks.
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