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Wchris

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Posts posted by Wchris

  1. It looks like the code for generating these primitives does not create texture coordinates.

    Bump

    Will this be fixed in current beta ?

    I have the same problem in C++ but not only cone & cylinder, texturing a box also fails.

    in fact I can't get setmaterial to work at all. I can load a textured object, but not change the texture with setmaterial.

    original topic here http://www.leadwerks.com/werkspace/topic/14358-cylinder-and-materials/

     

    PS: if I use

     

    material = Material::create();

    material->Load('Materials\Developer\bluegrid.mat');

    material->SetColor(1,0,0);

    model->SetMaterial(material);

     

    the model is displayed in red, but the texture is not visible

     

    PS2 : I think this is why people create model duplicates with different textures (http://www.leadwerks.com/werkspace/topic/14572-physics-bug-when-creating-items/) to achieve what SetMaterial can't ... They try to workaround the issue

  2. Box and sphere in lua appear to work fine - cylinder and cone do not.

    Thanks for the info. In C++ I cannot bring it to work with a box too. Engine log says material texture loads ok, but for some reason does not apply to the model (and no error message). Trying to figure out if it could be my fault, but running out of ideas yet (Just doing Model->Model::Setmaterial(Material, false); Tryed with Entity::Setmaterial or without Model::, same result).

     

    EDIT: hummm ... in fact there is a bug report here http://www.leadwerks.com/werkspace/topic/14362-cylinder-and-cones-not-loading-materials/

    I must still do something wrong, it doesn't make sense the bug is not exactly the same between lua and C++, since lua is propably using the c++ lib.

  3. For hard surfaces modelling punch's viacad 2D/3D is a cheap solution I can recommand. It handle booleans and edge chamfer very well.

     

    It can only export to obj format, but has decimation function to generate 2 versions of the model with High/low poly.

     

    Also it's only a modeller, no paint. But for $99 it's worth every penny.

     

    You can check it out here http://www.punchcad.com/p-27-viacad-2d3d-v9.aspx

     

    Just saying because I use it and I'm happy.

  4. Hi Wchris/klepto2.

     

    Where are we sitting now in the development of a C-DLL equivalent (or basis) for Leadwerks 3.1? This is for those of us who enjoy the productivity of a dynamic language (or any language offering an FFI) and who are willing to wrap those C functions with their own new classes in the new language.

    Hi Shaping,

     

    Full 3.1 is not released yet, only steam lua version.

     

    Klepto2 did a C# wrapper for 3.0 that can be found here http://www.leadwerks.com/werkspace/files/file/424-leadwerks-3-net-wrapper/

    Strange it's now in a hidden LE2 subdirectory and the "code" subdivision from the download menu got replaced by "script". Probably because Josh is focusing on steam, maybe it'll come back when full Leadwerks 3.1 will be out.

     

    The loadmap function is in Klepto's wrapper, but the wrapper is focused on OO so the C# objects get property names, but the undelying flat C export have no parameter names just arg1, arg2, arg3 ... This is because he is using an automated tool called SWIG that targets C#. If it could target C maybe we would have meaningfull parameter names.

     

    klepto did 99% of the job to create a "C-DLL equivalent". I had no time to work on my leadwerks projects lately so I told him I would wait for 3.1. But if more people show up and show interrest for a flat C-DLL I'm confident he'll probably resume the task and find a solution. Version 3.1 is scheduled for end march anyway.

    • Upvote 1
  5. - Some oclusion query mask like they used in L4D (Can be useful in lots of situation when your character is occluded when using a 3rd person cam for example)

    eeeekkk ! Does it mean you can do the colored blur around the characters with a shader ? I want, I want, I want ! smile.png

     

    If there's an easy way to do it I would like to know. Yes, please teach us.

  6. yes, I'm still working on my .NET/Mono Wrapper for Leadwerks 3. I will have a new version ready by this weekend. Just waited for the terrain-update to be released.

    great news ! Thanks.

    Will the wrapper have flat functions with the entity handle as first parameter like in LE2 ? Or will your wrapper recreate the whole object hierarchy ?

     

    I would like to be able to call the flat exported functions from Delphi or Freepascal.

    I guess other languages like Blitzmax also need such a DLL and won't be able to access the objects directly ?

  7. we are left with either, simple shapes that get nice lighting and light mapping, or external models that dont get the same lighting?

    in this thread http://www.leadwerks.com/werkspace/topic/7391-light-mapping-objects/page__hl__lighting#entry59668

     

    Rick suggests "Set a lightmap texture in the material that's used on your model."

    and Josh says "Use a material with the dynamic lighting shader applied to it for models. (When you generate the material, just choose "dynamic".)"

    Maybe it's the solution you are searching ?

     

    Personnaly I'm far away from understanding what a "lightmap texture" is and how to set it up. Is a "lightmap texture" the same as "a material with the dynamic lighting shader applied" ? I'm confused, need a sample wacko.png My best guess is that the "dynamic lighting shader" uses the "lightmap texture" slot from the material ?

  8. I agree that the editor should just contain the latest build for debug and release. I can imagine that designers or Lua users don't want to install Visual Studio, let alone know what 'Compiling' means.

     

    I just ran the updater for Leadwerks and there were no updates. I created a new lua project and did a build for release and debug.

    Here you go:

    Thank you for the files Aggror, they worked great for me.

     

    Still can't understand why Josh let's his baby in such a state, but maybe it's the price to pay for him beeing a genius. Genius don't care for easy things to do. Sad news, his employee seems to be a genius too; not really unexpected thus.

  9. I am currently creating a relatively simple auto completion file for Sublime Text (the editor i use)

     

    i can release it here when i finished it. Just not sure if anyone else here uses the editor.

    Could be interrested.

     

    I appreciate that but my issue with auto completion (the versions i've used) is I have to spend more time deleting incorrect suggestions than I do typing the correct code myself.

    English is not my native language, what I mean with "autocompletion" is this (nothing to delete, just correct syntax suggestion)

    post-44-0-34894400-1369851980_thumb.jpg

    and this

    post-44-0-84844600-1369851996_thumb.jpg

    without this I feel like using notepad, so you'll be "at home" with current lua editor wink.png

    • Upvote 2
  10. Time is the biggest challenge, so smooth workflow is important smile.png

    I agree with Shadmar, time is the challenge. But I voted "writing game code" because when I see the LUA editor without autocompletion that doesn't show me the command syntax when I type then "(" opening bracket ... i'm not even tempted to start using it because I already know I'll loose plenty of time going in/out of the editor for each command.

    C++ provides this and more, it displays the command list after the "." and ":" and nodoby would disable the feature ? would you ?

     

    I guess 90% of the coders don't want to spend time in the docs, they prefer good examples and an editor that helps them with the syntax.

    It's perhaps not a good practice but it's a fact.

  11. The question is probably for Josh ?

     

    But with pure logic, if dynamic lighting works on NON CSG objects then all Josh has to do is transform CSG objects into NON CSG ones in a cache directory and use this merged object instead of the runtime CSG.

     

    Edit: Oops he was faster than me ;)

  12. Have used DDO as beta and find speed it’s best asset, not sure the difference between freelance/indie, I’m still sticking with substance designer. smile.png

    Anyway photoshop is required and I don't own photoshop. Photoshop price + DDO price, even with non commercial licence, is a complete big GAME OVER for me.

    Damn, there's Paint.net, GIMP for free, or even Corel's PaintShop pro X6 for $75 .... But link their product to $1299 Photoshop that will multiply the global price of their product by x6.2 for an indie is just crazy sad.png (I don't use pirated software, never. ... and for those who do have a pirated photoshop, what would stop them to do the same with DDO ? Conclusion, their indie strategy will fail)

  13. Quixel's DDO looks really interresting, i'll try the demo, but the price hurts ... ouch. Also what's the difference between a freelancer and an indie ? who am I ????

    I have some artistic skills, but adding details like dirt and scratches is what makes the difference between a model looking uniformly new or looking real. Also specularity is something I never understood and cannot handle.

    • Upvote 1
  14. I think it's real, never seen such grass in Leadwerks. Everything else can be done easily with Leadwerks, but such high density and detailled grass would require more work than the rest. It's still doable, but I doubt someone would spend the time on that detail.

    But I could be wrong, if you have tools that do the job for you, like Vue, and import the generated scene.

  15. In uu3d I tried removing some tools by unticking groups but this did not work

    Don't do this or you'll end up just deleting the group like gfx said.

     

    To delete all the faces in a group do this :

     

    post-44-0-36635600-1364656501.png

     

    post-44-0-32586800-1364656535_thumb.png

     

    post-44-0-52067300-1364656798.png

     

    post-44-0-31751400-1364656554.png

     

    Cheers

     

    PS: don't try to create vehicles like me with UU3D or you'll get mad, gmf exporter can't handle vehicles properly.

  16. ... $300, you sure? Judging by the fact there's no shop/buy page or even the price listed on there, I assumed the price to be much, much higher..

    yes I found $295 just for one plugin, see http://www.autodesk....932&id=20096730 or http://www.gamefromscratch.com/post/2012/07/10/Autodesk-goes-indie-with-Scaleform.aspx

     

    this is the only price I saw, I guess the core modules are even way higher priced.

     

    I think Autodesk has no idea what an indie is (a guy with empty pockets and plenty of dreams).

     

    But it's really a good choice for Tyler's Curriculum Vitae.

  17. I love LE2, and want to buy 3 and now think the pricing is reasonable for an indie, however with the absence of some of those features like GUI editor; networking; no out of the box way of save/load levels and no formal documentation on what's planned is making me think I really don't know what id be buying? Without a roadmap of planned features and approximate time frames I really have no idea.

    Because it's tjhena's topic I'll also aswer tjhena.

     

    You must consider the new features LE3 cost to implement yourself versus features you want.

    Let me explain. If your game needs pathfinding it'll cost you more time to do pathfinding yourself then creating a GUI. So LE3 investment on pathfinding is better than GUI because GUI requires less programming capabilities (2D only).

     

    For networking, LE2 had A separate DLL that still can be used, so LE3 has actually LE2 networking capabilities. (and there's raknet also). But yes a full networking server handling networked physics could be a smart addition someday.

     

    Game levelling management and level state load/save is something missing. But would probably require C++ programmers to use engine commands to store game data to let the engine handle them on load/save; this could be cumbersome.

     

    I consider LE3 to be an evolution of LE2 so I logically bought it because I like the friendly community and the easy commands syntax. I'm only annoyed by the regressions (missing opengl3 renderer and terrain)

     

    You have until 30 april, but don't miss your chance to get it at $199 .... just in case it's set back to $1000 wink.png

     

    Edit: See Josh's Blog some answers there http://www.leadwerks.com/werkspace/page/roadmap.html?showbanner=0

  18. Why is the high end rendering effects getting shifted to OpenGL 4 only ? Older cards whose driver only support up to OpenGL 2.x to 3.x

    will not be able to take advantage of the dynamic lighting and other shader based effects that are present in LE 2.5

     

    +1 juggernaut

     

    https://developer.nv...m/opengl-driver

     

    Does the above link and Josh comment mean future LE3 AAAAAAA+ renderer wil only support fermi chipsets ???

    If yes I join Juggernaut in askin for a LE2 quality like AAA driver supporting AAA renders on non fermi chipsets.

    • Upvote 1
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