CGMan
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Posts posted by CGMan
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I'm interested in that as well.
even if there won't be any support in the beginning, we can use tricks to get the effect like a second camera just rendering a plain with the scene buffer as the texture and an effect applied to that plain. then copy the rendered image, change the effect technique, texture with the new image, render, copy image, change technique, texture, and so on. should be fast enough
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A book is just easier to read in contrast to a glowing monitor screen. The only thing missing is copy and paste, but its better to understand and rewrite every single line anyway.
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click download
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I really have no idea about cross platform development or Apple stuff in general, so this probably sound really stupid. Is it possible to create a game with LE3 on windows and test it on an iPhone, or is it necessary to use a mac for that? Is it even possible to transfer the game easily, or do you need to upload it to the app store and/or conclude a contract? I am in the dark and you probably can help me the most
It seems that using windows is not possible for know
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I totally forgot about soft bodies... but this is a good way to create deformable cars(!!) or similar things
Maybe I missed this, but will the mesh-to-primitives-technique work with animated objects?
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I would really be interested in this software, maybe he will answer that question one day
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I finally solved the issue. You just have to use the framework commands instead of buffers. lol. I learned from the old wiki pages, all examples are made with buffers there
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I'll check if they still exist when loading the scene tomorrow. for now I have to go to bed sorry ^^
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everthing seems to load fine
Loading model "d:/leadwerks engine sdk/models/entities/environment/corona/environment_corona.gmf"...
Loading mesh "d:/leadwerks engine sdk/models/entities/environment/corona/environment_corona.gmf"...
Loading script "d:/leadwerks engine sdk/models/entities/environment/corona/environment_corona.lua"...
Creating class environment_corona
Loading material "d:/leadwerks engine sdk/models/entities/environment/corona/flare1.mat"...
Loading texture "d:/leadwerks engine sdk/models/entities/environment/corona/flare1.dds"...
Loading shader "zip::/leadwerks engine sdk/shaders.pak//corona.vert", "zip::/leadwerks engine sdk/shaders.pak//corona.frag"...
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Creating class environment_emitter
Loading material "d:/leadwerks engine sdk/models/props/le examples/firepit/smoke.mat"...
Loading texture "d:/leadwerks engine sdk/models/props/le examples/firepit/smoke.dds"...
Loading shader "zip::/leadwerks engine sdk/shaders.pak//particles/particles.vert", "zip::/leadwerks engine sdk/shaders.pak//particles/particles.frag"...
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when I call LoadScene, my .sbx file loads properly, with all scripts running and so on, but all particles and coronas are not visible. Is this a common problem and is there a way to solve this? I'm using LE2.5, and C++ for programming, the particles are the standard LE dust particles and coronas. It works in the editor by the way. thanks in advance.
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I don't know if this problem has already been solved
I've got a problem rendering transparency in 3DWS. The surfaces are still solid, with no transparency applied.
I'm using Win 7 64bit and a NVIDIA GTX580.
I created some shoe sprites to fill a shelf in a shopping mall,
texture resolutions are 128x256, 256x128 and 256x256, file format is DDS DXT5, with mipmaps, the alpha channel only covers the shoe itself, so that all sould be fine.
I also plan to add clothing, it would be great to see the results in realtime, its difficult to work without that feature.
The screenshot shows what it currently looks like
Thanks in advance
Facts about LE3
in General Discussion
Posted
what features will the lightmap generator have? can we use ambient occlusion/indirect lighting? I don't need this, I'm just interested