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Posts posted by Olby
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Also an easy way to assign a brush a texture, without assigning an unintended brush a texture. Then i hit CTRL-Z and the unintended mesh is white and not what it was before.
Sounds like a bug to me.
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You have to watch Aggror's videos they explain everything clearly. You can change colour, size, font etc. pretty much everything. And you can use image based elements.
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I've seen some users using Arteria3D models in Leadwerks, but you better ask around.
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Soon there will be A to Z tutorials (under the Learn section of this website) on how to make a full game in Leadwerks.
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Hi,
1. Menus are not supported and you will have to create them yourself. Look into Context set of functions such as Context::DrawImage and Context::DrawText. http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/context/
You can also invest into FlowGUI which is a full fledged menu system for Leadwerks. Costs only $10.
http://www.leadwerks.com/werkspace/topic/11262-flowgui-for-leadwerks/
2. Full screen is possible by setting the Window::FullScreen flag in Window::Create function.
http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/window/windowcreate-r462
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The RSS feed keeps popping up empty posts in the documentation section. My guess is they're re-working it so should be back online soon.
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Currently the LUA version comes with libraries for both Linux and Windows. So if you publish a game it will contain both executables. Presumably in the future when Mac OSX will be added you will be able to publish on all three platforms with a single click. Also Steam Workshop games are coming this summer. Josh is working on the Leadwerks Game Launcher. This will allow you to publish your games and demos on Steam for free to all users who have downloaded the Game Launcher. Without it you would have to either manually distribute your game (zipped archive) or go through Steam Greenlight hoping you will get accepted.
Attached is the Marble Game standalone version (published using v3.5 beta).
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When you publish it makes a standalone game with encrypted assets archive. Your friends, family or customers will not need Leadwerks to play it.
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Also, just looked at the Flowgraph and remembered another thing that would make it more streamlined: Double clicking on a script in flowgraph should open the script editor with the source code.
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Hi,
cant Import faces with more than 4 Corners ís the message in sculptris.
cu
Volker
That's simple, you just need to convert your mesh to use triangles (3 corners). LE does that on import as far as I know.
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There is no need to revolutionise the Flowgraph. The concept is good as it is (and proven by numerous people using it). We just need a few small tweaks to turn it into a well polished tool for LE. I have already stated these before:
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Zooming: mouse wheel and keyboard shortcuts
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Scrollbars: can't stress enough how bad it gets after adding more than a dozen of entities.
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Scrolling with cursor keys
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Virtual entities: adding a script without the need for a visual place-holder
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Comments: if virtual entities are implemented then comments can be easily added
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Toolbar button
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Keeping connections when entities are updated
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Double clicking on a script in flowgraph should open the script editor with the source code
And that's about it. If this is added then the current concept will come full circle and become usable in a project where you have more than 2 door switches.
[Edit] Given the above can be implemented in less than an hour (maybe apart from 4 & 5) I'm willing to donate 50$ for an hour of your dev time
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Zooming: mouse wheel and keyboard shortcuts
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@ Olby: Yes, but try to import some obj to paint them .... you will get most an error because of the restrictions sculptris has as an sculpting programm.
What restrictions? The only issue I see with importing obj into Sculptris is that it will create its own gibberish UV layout. However since I do all the texturing inside Sculptris + GIMP integration (through PSD export). I never need to look at the UV map.
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Sculptris has a wonderful 3D paining toolkit. It's dead simple and will take you about 15 minutes to setup and start churning out painted models. And best of all its free.
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Can understand that. we can upload elsewhere. But it would be nice we could post these somewhere.
Remember that you can always attach files to your forum posts. There is a limit of 189 MB per file but it ought to be enough for anybody.
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It always errors out when deleting currently opened project with "can not delete project folder". If possible forcibly close the project, release all assets and then delete the folder. Otherwise a graceful error message stating that you can not delete the current project would be more appropriate.
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Why can't you just publish it on the steam workshop as expected? We already have number of Lua scripts up there.
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Enable swept collision for objects that show such behaviour.
Swept collision
If set to true, this will enable swept collision. Swept collision is a more detailed collision method that can prevent small objects from interpenetrating. Only enable this option when you need it, since it is slower to calculate.
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+1 Same issue here. Been battling with those filters since day one. Really, seems like no testing was done at all. My biggest gripe is moving the objects from one filter to another. Sometimes it works sometimes they just disappear altogether.
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You guys are basically asking me to disable the entire update functionality...so I have to ask why are you using it in the first place, if you think manually modifying things would be easier?
The current update process is not transparent. Like it or not but it just doesn't work. First, we never know which files are updated. Sure we can run diff on the project folder and the Leadwerks template but this is not something an average user would do. Secondly, there are situations when users are forced to update, for instance, when essential shaders are modified. Therefore updating the projects is important to keep up with all the bug fixes etc. But you must draw a clear line between "essential" engine files (like water, light, shadow shaders, dlls etc.) and non essential template files like FPS controller, object scripts, textures, models etc. In any case a list of changes (filename level) would really help to prevent potential loss of work. I like the suggestion of automatic diff comparison of files against the update and only push the necessary ones rather than the whole template.
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Have you reduced the object's diffuse color alpha channel?
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I would assume if you select Empty Project you get whats on the tin - an empty project. No models, no prefabs and such. Since the 'green man' is an FPS character controller it's likely part of the FPS template.
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So when is this going to be fixed? I've already updated my project 5 or 6 times and takes time to find what was updated. Its a very silly process. To get a fix for a shader or two I spend minutes restoring other files it overwritten. Mainly App.lua. why the hell that gets updated, I've never seen a change in it for ages.
Full Screen & Menu
in General Discussion
Posted
I'm not quite sure what kind of issues are you experiencing. As mentioned in the link I posted you just have to set the Fullscreen style when creating a new window. Simple as that.
Change the lines 11 and 12 in the default App.lua script to something like this (will open a 640x480 fullscreen window):