Jump to content

beo6

Developers
  • Posts

    795
  • Joined

  • Last visited

Everything posted by beo6

  1. Thanks shadmar. I Will have a look at the shaders then. Not sure that I will be able to modify them though.
  2. I don't think you should do the walking in the updatePhysics function. That function is not guaranteed to get called every frame.
  3. 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.
  4. 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.
  5. well. the question is, how am i supposed to apply that texture? Painting it would be hard because of the large terrain.
  6. 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?
  7. Does that only happen with my workshop item or also with others?
  8. 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.
  9. aren´t that a bit too many lights then? How is the performance?
  10. there was no backup in the games map folder. There are a couple backups in the Documents\Leadwerks\Backup folder though. Not sure if the map is there too. i guess it is but i need no backup anyway. I had no virus for a long time and always have a up to date virus scanner. I know there was a thread where someone wrote that it included a virus but that wasn´t me. So i guess you must be mistaken me with someone else. Also if i work on something seriously i normally make my own backups. I just posted the map because i think bugs that destroy a file that you where working on should be considered serious. But i don´t know how Josh considers how serious a bug is. If it helps, the map also includes a test-import of a heightmap. But as i wrote the bug occured when i was working with the flowgraph.
  11. what do you mean? Does your virus scanner notify about that map file?
  12. Just updated the camera dolly script. It now also interpolates the rotation and includes a event script that get called as soon as the camera reaches that point. (you should be able to open a door for example for the camera to fly through)
  13. try to rename the map that you last worked on. maybe the map has an error. See my bug report here: http://www.leadwerks.com/werkspace/topic/12348-map-destroyed/
  14. I was testing my script, where just testing the flowgraph stuff of the script when the map got destroyed. Now every time when i load the map i get --------------------------- Windows exception --------------------------- EXCEPTION_ACCESS_VIOLATION --------------------------- OK --------------------------- Maybe you can have a look at it what went wrong there. You don´t need to fix it in the map since it is only a test-map anyway. start.zip
  15. as i said you should create it as standard material and not PBR. You will get exactly the maps that fit into a leadwerks material. If your material looks good it should still look good in leadwerks.
  16. ah. sorry. i think it was late. i had in my head that it only checks for the gameplayer. but if it checks for sandbox lua mode everything is ok. sorry again.
  17. I am pretty sure it was possible before the new filters in the editor. I could move the parent without affecting the position of the children, but also could move all at once. At the moment I need to drag all child's out, move the parent and drag the child's back again. Also the sorting of the child's get messed up then.
  18. When we are at it, can we also check if sandbox mode is enabled?
  19. Leadwerks unfortunately does not have (yet) PBR material support. I think there are some custom shaders somewhere but boy sure how good they are. You should export as standard material.
  20. If i have a field like this: Script.selectedEntity = nil--entity "entity to select" the editor crashes as soon as i try to drag and drop a entity. (happened with pivots as same as lights) It crashes when the entity i want to set is outside of the entity i try to drag it into. So for example in that screenshot "look" is just a pivot. "Camera 2" has a couple of pivots as childs. now when i tried to drag the "look" pivot into the field the editor crashed. If i drag a child-pivot of the camera into the field it does not crash.
  21. I think Josh said that he will fix Linux bugs. Not sure which bugs exactly. But then, Josh says a lot of things when the day is long. (No offence intended)
  22. I think hollow does not yet work to undo? At least at my short test.
  23. after an update your script should not be lost. You should look for .bak* files in the project folder if you can find it.
  24. Yeah i noticed that too. You can reorder them when you drag one to the parent but I think getChild only looks when the child got created. Only solution for me was to check for the name like pivot0 to pivot10. But that will get tedious if there are many.
  25. really nice. The issue with the greater-than sign sounds like the editor is maybe trying to parse it as html-tag?
×
×
  • Create New...