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karmacomposer

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Everything posted by karmacomposer

  1. I'm using a FPS script and I am going to want my player to use tools and even carry a flashlight in the game (instead of just having a light turn on and off, shouldn't they have an actual flashlight for that?). How can I have realistic arms and hands holding said items? There will be four or five tools - think of them as weapons that do not fire anything. One will be motion sensors that have to be placed on the ground. How is this all done in Leadwerks? Mike
  2. That was easy enough for testing. Now, how do I create a nice menu so that when people start the game, they can press options and choose their audio, graphics, etc options. Mike
  3. Hello all. I am trying to create a realistic steam vent and just not getting it right. I added a particle emitter to the scene, shaped it as a cone. Used a soft smoke material and adjusted velocity and area till I had what looked like a triangular thin stream of smoke coming out of a pipe. However, it looks too chunky and even with the alpha values, I just cannot seem to get it right. Anyone create a nice steam effect they care to share? Imagine there's a small hole in the pipe and steam is escaping into the area - that's the effect I am going for. Mike
  4. Looks good. If you are the same person that created the other sci-fi textures on the asset store, I wonder if you would consider creating a bundle deal for all of them? Mike
  5. I figured it out. I had a stray light that I did not realize was there. Deleted it and viola - nice dark creepy sewer. Mike
  6. I am creating a sewer level for our game and I took a few straight sewer pieces and aligned them together (wish there was a snap to object and not just snap to grid - they don't align nicely and I have to get out of snap to grid to make them work - just could not find a good snap setting that would work for these). I created a box and made it into a wall (since the sewer pieces in question have openings on either side) and slammed it butt up against the sewer model. I copied and pasted that one and moved it to the other side to enclose the sewer. I added to red lights and put them against the light fixtures in the model and added the flickering script (NICE!) I made the ambient light almost zilch and used a night time skybox just in case I set water to TRUE and made it 1.35 in height (water needs WAY more parameters/editability) Now when I test the level, light seems to leak in from one side only - I fear it's a light that was automatically inserted in the new scene. Why does that light penetrate what appears to be a solidly enclosed area? The light leak is only visible in the water layer, by the way. Mike
  7. I have a 4k display. Every time I test a level I have to press ESC and set the options/display level to max. How can I do this programmatically or in the Leadwerks level editor so I don't have to do this every single time. Thank you. Mike
  8. ty. No luck with the Darkness Awaits - loaded in all black and could not find most materials even though I followed the instructions. I'll look at the 2nd link and see if it will work for my needs. Mike
  9. Thank you so much. I bought the Pro version but am NOT a c++ coder. Lua, yes. c++, no. Mike
  10. Goldwave is an excellent audio editor. I use Wave and Sample Robot, Sony Sound Forge Pro and Goldwave for audio editing/sample editing and Samplitude Pro X3, Presonus Studio One Pro 3, Halion 5 Pro and Nuendo for multi-track audio editing and sound design. Invest in Goldwave. For how little it costs, you aren't going to get much better. Mike
  11. I think it's the weird kbs actually. The two samples were VERY LOW quality at like, 53kbs or something like that - a very obscure kbs. You are better off with 120 or 240 - but a EVEN number - I believe that is important. Also, pick either 44.1 (CD) or 48khz (DVD) Mike
  12. On this page of the Leadwerks website: https://www.leadwerks.com/editor It says: They really ought to fix the typo. Distributable. So I guess it supports ogg files. Mike
  13. Try these - I converted them using Goldwave: One is 48khz and the other is 44.1khz both mono at 240kbs Not sure if Leadwerks can load ogg files. I'll double check that. Mike sup_dude_mono_44_1khz_240kbs.ogg sup_dude_mono_48khz_240kbs.ogg
  14. I'll likely play with PBR after I create the games we are working on. Right now, I need to create what I can realistically get done now, but thank you for the really cool links and next-gen Leadwerks engine graphics. Mike
  15. That looks amazing. I assume it's all in the shaders then. Do we assign the PBR shaders to materials? Mike
  16. import "Scripts/AnimationManager.lua" How to make this work with the current version of Leadwerks? In the current version, I cannot find a lua script called AnimationManager. ?? Mike
  17. Is this script valid because if I try to use it, it does not work. Did the code structure change since this was written? Mike
  18. I figured out how to slow the character down, but the camera facing the character's front is driving me nuts! I cannot figure out how to turn the 3rd person character or camera around to face away from the character. Any ideas? I also need to figure out how to allow the mouse up and down to allow the camera to move up and down like most 3rd person controllers. This script only limits you to rotation around the character. Mike
  19. That one does work - kind of. The character is facing forward and the walk animation looks stupid. How do I turn him around on the y axis 180 degrees, i believe in this function: function Script:Start() if self.entity:GetMass()==0 then self.entity:SetMass(10) end self.entity:SetPhysicsMode(Entity.CharacterPhysics) self.camera = Camera:Create() self.angle = self.entity:GetRotation().y self.cameraangle = self.angle + self.entity:GetCharacterControllerAngle() end How do I edit all of the animations (idle, walk, run, etc)? Thank you. Mike
  20. Sorry. I am using the 3rd person script that comes with Leadwerks in the scripts/player folder. Not really working for me at all. FPS works fine. Mike
  21. So I guess you need to be a shader GLSL coding maven to create anything like what I am looking for? I am NOT one of those mavens. Mike
  22. I am looking for a really good water/ocean animated shader online and would like to know what language is used to create said shaders for Leadwerks. I assume I cannot just find a shader and bring it in - are these custom to Leadwerks? For example, there are a lot of really good shaders for Maya and Keyshot for oceans, rivers and water. Could I bring those in or do they have to be re-written to work with Leadwerks? Can we use shaders written in shadertoy (https://www.shadertoy.com)? Mike
  23. When I asked the question, I was talking about packs that CAME WITH the engine - as in, INCLUDED. I did find many on the asset store free and paid - and I know all about textures on the web. I do own many seamless texturing software including Substance painter, so I am fine there. From the start, I was trying to create, paint and texture a terrain myself but could not find any textures for the terrain. When I ran the terrain demo, however, it contained everything I needed. It will take me some time to understand Leadwerk's file structure and ways of doing things, but I am learning it quickly. Thank you for your help. Mike
  24. Marcousik, That was the missing piece! I was able to texture my character and all animations are working now. I did not realize there were animated shaders for animated characters/models. This is AWESOME! Thank you for your advice - everyone. Now to get it working with a 3rd person camera. Mike
  25. Oh. I did not know that. I'll check those out. Mike
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