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Posts posted by DaveLee
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Edit: Ahh, mis-read the question. Click on the last node and drag your cursor over to the next node in line and release. A pop up should ask "Create link?".
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Everything seems to be working perfectly for me with the exception of a corrupted save every 3-4 saves or so. I'll screenshot the error the next time it happens, but it has to do with saving the road system.
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Sure thing:
texture0="abstract::whitebrickdecal01.dds" texture1="abstract::oldpaintedbrick01_dot3.dds" overlay=1 blend=alpha shader="abstract::mesh_diffuse_bumpmap.vert","abstract::mesh_diffuse_bumpmap_specular.frag" shadowshader="abstract::mesh_shadow.vert"
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You guys are really asking for the pain! The art pipeline for destructible assets can get pretty complicated from what I've heard, but it would neat to have the option. Bad Company 2 is a great example of how destructible environments can completely change game mechanics.
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The new logo is pretty spiffy, but the real question is: What is the official Leadwerks font? I'm trying to identify the new one but no luck yet.
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Whew, this is tough.
1. S.T.A.L.K.E.R. series (Shadow of Chernobyl especially)
2. Command & Conquer Red Alert 2
3. Joint Operations
4. Battlefield series (on PC of course)
5. World in Conflict
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This version seems to be just a little unstable (saving a test scene saved the roads but corrupted everything else - let's hear it for backups), but the performance difference is astounding! The fixed depth of field is excellent as well.
Is anyone else getting flat white ploygon smoke from the firepit or instant crashes when attempting to run through their levels? I'm wondering if I have some stray files from the last version causing problems.
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I knew there was a way to do an alpha blend, hah! That's exactly what I needed, thank you good sir.
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I'm looking to create some softer decals, but the _alphatest shader seems to only read pixels as 100% opaque or 100% transparent. Ideally I would like to be able to paint gray areas in my alphas for softer edges. After digging through the shaders I haven't found anything that works. Does anyone else have an idea?
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If you're using 3ds max, try this spiffy tool: http://leadwerks.com/werkspace/index.php?/files/file/7-leadwerks-tools-22-for-3ds-max/
It exports material assignments as well as the materials themselves as .mat files (named correctly), which usually only need slight tweaking before being ready to go in-game.
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If I could offer another suggestion - it might be a good idea to offer some kind of downloadable "sample tree" without the .max source files. It could be hard for people to tell from the PDFs how high quality the assets actually are.
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I'm a big fan of more options. At work we've purchased tree sets before, and it's frustrating when you have to buy 10 trees that you don't want to get the 12-15 trees that you do want. My vote is for smaller packs that give users more options (priced accordingly) along with a "Full package" option that has everything, maybe with a 10% discount compared to purchasing all of the smaller packs individually.
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This is absolutely stunning work! Great job Michael. My only critique is that the yellow moss texture of some of those rocks has a bit of noticeable tiling.
McAfee Issue
in General Discussion
Posted
Just to double check, where did you get your installation from? Only files downloaded from official sources should be considered safe.