beo6
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Posts posted by beo6
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Could not yet reproduce the error with my Windows 8.1 64bit Desktop PC that has an NVIDIA Geforce GTX 680 and quite a lot more RAM.
So not sure why it happens on my Notebook.
What Graphic card and Operating System where the problem happens do you use @Michael_J?
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i would like that too. But this should probably better go into the "Suggestion Box" Forum.
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Hello,
i noticed with the Tree-Pack from the Steam workshop that the leafes get hidden very early.
Pretty much at the same time as the shadows get hidden.
Setting the view-distance of the trees or the camera does not change anything.
The tree trunks still stay visible.
Is it possible to change that limit?
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When i exit Leadwerks with the menu it closes without any error, but Steam won´t let me start it again until i force-close Steam and restart it too.
I can´t find Leadwerks in the Task-manager too.
Error happens on my Notebook with Windows 7 x64 with AMD Radeon HD 6800M
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Hello everyone.
First I want to apologize that the Leadwerks Community Project didn't really worked the way I hoped it would.
Most part of it is surely my mistake.
I wanted to keep the development as open as possible. That resulted in me trying to put a open source like approach on it.
That went so far in trying to have all the details defined by votes and forum discussions.
That combined with the lack of a proper forum software that sends emails if someone answered to a thread or having a proper voting in the forum ended in a really low participation.
I am sure some members would like to continue but when I tried to turn the rudder to safe the project it was mostly already too late and a bad choice of time (and a mistake from me with the different time zones)
As everyone can see a lot went wrong, but I would like to try not letting it die completely which is why I post this now here.
For the meeting only one member so far has responded but that is just not enough.
If someone is still interested in the project please message me or post here.
The plans are as following:
1. Have a meeting in a chat with as many members as possible to get all the details of the project together. I have done a mindmap for a start with all the decisions so far and questions I think are important to discuss.
2. Define more detailed on which part everybody will work on.
3. Possibly repeat a meeting when a specific goal was reached.
To make a fresh start I think I will need to delete every user from redmine who does no longer respond or don't want to participate anymore. If he has created something for the project I would love to keep it, otherwise that part will be removed.
If there is anything else what I should optimize I am open for suggestions.
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there where some good thoughts about that already in this thread here:
and i guess i would not do it much differently.
put pivots to the doors where the parts can connect etc. i am just not sure how intersecting parts should be handled.
If you go the Binding Of Isaac route, i guess you would not even have to worry about that, since the scenes switch completely and you can unload the other part. (or move the old part out of the way if you don´t want to fiddle with loading/saving if you are able to return to the old part. but it would eat more memory i guess)
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@drarem
i recommend using any diff application to check for changes in your scripts.
There is for example winmerge: https://bitbucket.org/jtuc/winmerge2011/downloads
but there are a lot others and some editors also include it.
You have to work with them anyway if you start using versioning in your projects.
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Ahh. Sorry. Wasn't aware that the LE2 one had more animations.
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pretty sure the LE3 one does have a walking animation too.
Maybe you just forgot to use the animation shader?
Are you starting the animation correctly with the animation manager?
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Thank you again Igor, just added the line-wrapping to the notes script in the steam workshop.
This is my implementation using 3 functions:
-- trim spaces from string function Script:trim2(s) return s:match "^%s*(.-)%s*$" end -- wraps single line function Script:LineWrap( sourceText, maxTextWidth, font ) local tempText = "" local text = {} local lineCount = 0 for w in string.gmatch(sourceText, "[%p%a%d]+") do if font:GetTextWidth(tempText) < maxTextWidth then tempText = tempText.." "..w else --We need to find the last word, learn length, and delete it. local temp1 = string.reverse(tempText) local temp2 = string.sub(temp1, 1, string.find(temp1," ")) temp2 = string.reverse(temp2) local temp3 = string.sub(tempText, 1, string.len(tempText)-string.len(temp2)) --Add new line to list. text[lineCount] = temp3 lineCount = lineCount + 1 tempText = "" --Now we can add the last word to new line. tempText = tempText..temp2.." "..w end end text[lineCount] = tempText lineCount = lineCount + 1 tempText = "" return text end -- wraps Text function Script:WrapTextLines(text, width, font) local finalText = {} local tmpText = {} local count = 1 local countB = 1 for lKey,lValue in pairs(text) do if font:GetTextWidth(text[count]) > width then tmpText = self:LineWrap(text[count], width, font) for lKeyB,lValueB in pairs(tmpText) do table.insert(finalText, self:trim2(lValueB)) countB = countB + 1 end else table.insert(finalText, lValue) end count = count + 1 end return finalText end
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Thank you a lot Shadmar. This looks cool
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I know it is old but i just remembered this cool library + model and modified the scripts a bit so it has some more options + flowgraph connections.
Since the new Leadwerks editor does no longer allow attaching a script to a child of a model i added a field where you enter the Childs-Name where the video should be attached to.
now we really only need synced audio playback.
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nice scripts.
i guess i now have to add automatic line-wrapping to my notes script.
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Yes. you can either define a specific default font, or if you really want to know the used default font by the engine if you haven´t defined any you need to do
button.defaultfont = context:GetFont() button.defaultfont:AddRef()
so the actual reference to it is added.
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Thanks shadmar.
I Will have a look at the shaders then. Not sure that I will be able to modify them though.
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I don't think you should do the walking in the updatePhysics function. That function is not guaranteed to get called every frame.
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It will not be a tileable texture. I am just interested in using real map data.
Importing a height map is no real problem. But applying satellite imagery on it looks impossible with the current system.
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thanks. didn´t knew about doubleclicking.
However it does not work. the texture is just tiled million times, and i can´t scale it big enough. (10 is maximum scale)
I guess the transparent transition between multiple texture sizes must be disabled for that kind of big texture too.
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well. the question is, how am i supposed to apply that texture?
Painting it would be hard because of the large terrain.
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Hello, I wanted to ask if it is possible to use a single big texture for terrain. I know we can paint with multiple texture layers in the editor, but I want to import a big texture already.
Isn't the painted texture already build into a single megatexture? Can we use our own?
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Does that only happen with my workshop item or also with others?
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i will try to help as i already did a small demo game with that mechanic a while ago.
first i don´t think there is any default camera. Not sure why the first camera you create gets named Camera 2. But if you don´t create a camera you will see nothing at all.
the most important thing i guess is that you try to make the ball directly in the editor.
What i noticed a couple of times is that the CSG Objects always behave oddly in some ways.
For example physics do not apply to them the same way as imported models from a external 3d model program would do.
I have a box in one of my demo levels that got the same physics option as a real 3d model got. The real 3d model falls down to the ground from the start.
The leadwerks box is still stuck in the air.
It is surely nice for some small things to do that, but i recommend using a real 3d model for your main gameplay part like the ball. Creating a sphere should be relatively easy in every 3d modeler out there.
As far as i have seen even Josh actually created a real 3d model in his demo.
Door like in Amnesia
in Programming
Posted
There was already a post about this here: http://www.leadwerks.com/werkspace/topic/11922-amnesia-style-doors/page__hl__amnesia
actually i was thinking in trying to making a door script for my "like in Amnesia" Series. but i didn´t started yet.