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Everything posted by karmacomposer
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I know it's early but when will VR export become available. I have an Oculus 3 and I'd like to test out PCVR with it using ultra engine. Thank you. Mike
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I feel like a noob. How do I import a 3D asset (Glib) into Ultra Engine? I'm just testing the engine now that I installed it. Everything is running nicely, but after converting a simple asset to Glib, I cannot find a way to import it. Is there a batch import feature? I seem to remember Leadwerks being able to do that. I have tons of assets and importing them one-by-one would be a pain. Thank you. Mike
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And where do we download this .dll and where do we put it? Mike
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I purchased the pro edition - non-steam. Can't wait to get started! Mike
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How can I get in on this? Where do I purchase? Can I buy the non-steam version and if I do, will I receive a STEAM Key or do I need to buy two copies? Thanks.
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Questions about Leadwerks and Ultra Engine
karmacomposer replied to scel5525pro2's topic in General Discussion
Will Leadwerks projects load into Ultraengine? Is there any backwards compatibility? Mike -
Is there an upgrade path for purchasers of Leadwerks
karmacomposer replied to karmacomposer's topic in General Discussion
Turns out I bought the Ultra App Kit, whatever that is (lol), on STEAM. As a purchaser of Leadwerks engine, is there an upgrade path? Mike -
If I want to use smooth locomotion and not teleport, how would I call this upon joystick movement? I know it involves VR:SetOffset or VR:GetOffset. Further, I can enter the VR world, but teleport nor locomotion work at all. I can walk around the world physically. How do I activate teleport and locomotion with the joystick controllers? Mike
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If this will be available in Lua then I will buy right away - Lua I can program I will also purchase LE5 Pro when available. I am heavily leaning towards VR and specifically Oculus Quest game design - which can play games on STEAM using either the cable or Virtual Desktop - which works great for me. Mike
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I love Leadwerk’s terrain tools, but I would very much like to make my terrain more realistic without importing a height map. Is there a way to paint weathering effects such as fluvial or other striations that happen over time? Rough terrain is more realistic than nice smooth terrain. How can I roughen it up a bit? Other terrain editing apps use stamps to allow for various terrain effects. Does Leadwerks have stamps (essentially black and white picture files that allow you to ‘stamp’ the terrain like a cookie cutout)? Thanks. Mike
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What software did you use to create new skyboxes? Vue? Mike
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Cant move or look around in scene
karmacomposer replied to AtomicHashtag's topic in General Discussion
This is happening to me. I am on an older MSI Dominator laptop with a Nvidia 980GTX video card. I know it used to work fine and all of a sudden I can move around with the middle mouse button and scroll in and out but rotating the view does not work and pressing the right mouse button does nothing. Reboots and new driver has not fixed the issue. Mike -
Video chat session this weekend on Discord
karmacomposer replied to Josh's topic in General Discussion
I will try to make it on time - will be out and about at 12pm (EST) in Florida. Mike -
When you bring a medkit into Leadwerks as of the new beta, they float into the air when running the game. Attaching this script makes Leadwerks crash to windows when trying to use the Medkit. Script.health = 15.0 --float "Health" Script.useOnce = true --bool "Use once" Script.ReleaseTimer=0 Script.ReleaseDelay=5000--float "Corpse Time" function Script:Start() if self.health < 0 then error("Health can't be a negative value.") end end function Script:UpdatePhysics() if self.ReleaseTimer ~= 0 and self.ReleaseTimer < Time:GetCurrent() then self.entity:Release() end end function Script:Use(player) if player.script.health < player.script.maxHealth then player.script:ReceiveHealth(self.health) if self.useOnce then self.entity:Hide() self.ReleaseTimer = Time:GetCurrent() + self.ReleaseDelay end end end This worked 100% in the stable version of Leadwerks 4.6. Mike
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I tried creating a steam vent in Leadwerks using particles and it just looks too blocky or bubbly (word?). I want realistic thin whispy steam (like controlled fog) in a conical shape that seems to be seeping out from a pipe. Any advice or presets for this? If someone could just tell me what kind of particle and what settings would make this work would be a godsend! Thank you. Mike
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Actually, the elevator would be a level or you could use LE's excellent world builder to create a very large vertical shaft and then drop it very slowly to make it seem to go farther than it actually is. You could use animated textures to also give the illusion of travelling down. The shelter could be at the bottom. If you want rocky walls, there are cave construction kits that have this in a modular fashion. Look at www.arteria3d.com for excellent modular kits for Leadwerks. Mike
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Voxel terrain is a fantastic way to create caves, overhangs, cliffs and entire procedural games in some instances. Look at products like VoxelFarm, which can be implemented at an extra cost for various games engines and has a SDK. I would love to see Voxel Terrain implemented in Leadwerks.] Mike
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What you are asking for is called voxel terrain. Leadwerks does not have voxel terrain. You COULD create a ground plane and then programmatically perform a CSG substraction for the hole (not sure if you can perform editor function in code). But what you are really looking for is voxel terrain - which allows you to add or subtract terrain through the use of blobs - not to be confused with minecraft, which is a blocky version of voxel editing. There are engines and tools to create voxel terrain, but only an engine would allow you to terraform in realtime. For Unity: https://www.assetstore.unity3d.com/en/#!/content/8131 VoxelFarm: http://www.voxelfarm.com/index.html We can ask Josh if he can implement VoxelFarm into Leadwerks - right now it's available for Unity and Unreal out of the box and it does have a SDK. That's about it - there are a LOT of solutions for Unity, but none for Leadwerks. I, for one, would LOVE to see voxels implemented in Leadwerks. Mike