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Rastar

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Everything posted by Rastar

  1. Don't aim for the stars and choose a scope that is too big ("key game development topics", "C++ programming"). Also have a clear vision of your target group (complete game dev newbie? familiar with some other game engine? LE2 veteran migrating to Leadwerks 3?). Personally, I would favor (as kennan suggested) tutorials that simply extend the somewhat sparse API docs with examples. If they create a complete demo game in the end - nice. But a stand-alone physics tutorial, for example, that simply deals with falling boxes and the like but covers the relevant API would be as helpful.
  2. You guessed right :-) , silly me: Although it's actually pretty hard to see, because the object in the scene explorer isn't highlighted, and the General tab in the property view only updates if the object is selected in the scene explorer (and is empty otherwise).
  3. I have a weird effect when using Shadmar's skydome shader: http://www.leadwerks...-skydomeshader/ After dragging the mdl for the dome into the scene I can no longer create objects like shapes, cameras etc. The corresponding menus still react, the cursor in the 2D viewports is there but clicking into the viewports has no effect. Of course, I'm not sure if this is a Leadwerks issue or something wrong with the skydome. I'm using the latest LW update on Windows 8.
  4. Tried to test shadmar's grassy terrain shader. Did the following: Imported the terrain mdl using drag'n'drop in to the Asset Explorer Importes the material (tergrass2.mat) using drag'n'drop into the Asset Explorer Assigned the shader to the material on the "Shaders" tab of the material Assgined the colormap (colormap.tex) to the diffuse texture slot Clicked on Save icon in material editor Step 5 gives a crash (every time). Excerpt from crash report: Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_INVALID_ADDRESS at 0x00000000c0000000 VM Regions Near 0xc0000000: Stack 00000000bffff000-00000000c0000000 [ 4K] rw-/rwx SM=COW --> CG shared images 00000000c0003000-00000000c000b000 [ 32K] r--/r-- SM=SHM
  5. There is a download link for the beta on the Homepage: http://www.leadwerks.com/werkspace/page/home?showbanner=0. At the moment you can only purchase Leadwerks 3 if you have a LE2 license, otherwise you'll have to wait for the public launch (end of April).
  6. When importing (any kind of) asset into the Asset Explorer via drag'n'drop from the file system, the new assets are not shown. They have been imported into the project folder, though, and will be shown after closing and reopening Leadwerks.
  7. My understanding: LE2 licensees can purchase LE3 at the reduced price of $199 (Win/Mac) and $99 (Android and iOS add-ons) until April 30th, after which the price will return to normal (whatever that is). You're getting the beta right now, as well as the official Leadwerks 3.0 at no additional costs. Features on the roadmap for 3.0 (like terrain) with be supplied as a free update. Future upgrades (3.1, 3.2 etc) will cost an upgrade fee, which is unkown as of now but might fall in the 20-60% range of the license cost (if that's meant to be based on the reduced price or the "normal" price isn't known as well).
  8. Yes I did (see above) and everything worked fine. However, it seems the default path in the Updater is "/Applications/LeadwerksTestInstall" which I didn't notice and which gave me a second Leadwerks installation.
  9. Sorry, simple question: Why do the normal maps in LE3 look red (both imported as well as generated ones). I am familiar with blueish or sometimes greenish ones, depending if the y or z axis is up. But red?
  10. Hi tjheldna, yeah, I had already noticed the "TestInstall" thing (so I actually had two installations of Leadwerks on my Mac), however changing that and doing another update didn't help. After I trashed the Leadwerks folder and did a completely new installation, I at first wasn't able to run DarknessAwaits from the editor indebug mode. I was, however, able to build the project in XCode, and after that the debug run from the editor worked as well. So, problem solved, thanks for your help!
  11. Also got a few issues with building onthe Mac. First, I my header files are in a "headers" folder under Engine/Source (I unzipped it that way), but the header search path by default is only looking in Engine/Source (non-recursive). Setting that to recursive, I get one step further and a new error Please upgrade your GNU compiler to one that supports __declspec. (in spec.h) I am using XCode 4.6 under OSX 10.7.5. Any help appreciated.
  12. You first have to get it open (e.g. by opening an existing script) and then click on the new icon (or File->New). I guess it would be more intuitive if you could directly open the Script Editor via the Tools menu
  13. Well, actually I can start the Run config both from the editor and from the Finder. The debug app, though won't start both ways.
  14. If I might add to the OSX woes, DarknessAwaits does not start from editor, seemingly because of a simple path problem (backslash): Failed to launch "/Applications/Leadwerks/Projects/DarknessAwaits\DarknessAwaits.debug.app". The app can be started manually, though.
  15. Mmmhh, yes it works. Although I'm pretty sure that I tried that before ?!? Ahh, what the heck, the important thing is: It's working! Thanks!
  16. Yes, I had (have) the same issue, see here http://www.leadwerks.com/werkspace/topic/6011-installing-leadwerks-3/#entry52093 Haven't found the correct place to put the Scintilla framework, though
  17. I get a build error in ADT Android NDK: ERROR:C:\Leadwerks\Projects/DarknessAwaits/Projects/Android/jni/Android.mk:leadwerks: LOCAL_SRC_FILES points to a missing file Android NDK: Check that /Engine/Library/Android/libleadwerks.a exists or that its path is correct C:/Leadwerks/ADT/ndk/build/core/prebuilt-library.mk:43: *** Android NDK: Aborting . Stop. It seems $(Leadwerks) isn't set?
  18. Watch out, noob questions...: 1) After impoerting a normal map into Leadwerks 3, it's getting a reddish taint. Is LE3 flipping channels? 2) What exactly are the file naming conventions for the material generator to pick up normal and specular maps? In the docs it's mentioning 'dot3', a scrrenshot shows the normal map with '_n' and the spec with '_s'. A suggestion: It would be great if you could drag 'n drop the normal and specular textures from the asset explorer into the slots in the material editor. Even better if you could do that from the file system with an automatic import in between!
  19. Josh was mentioning something here: http://www.leadwerks.com/werkspace/topic/5987-le-3-question/#entry51770
  20. Hope this is the right place for some wishes / improvements for the CSG editing: As an example, suppose I want to create a unit cube. 1) I click on the cube primitve in the toolbar (OK). 2) Now, why can't I just draw it in the perspective view? Instead I have to draw it in one of the planar viewports. Or actually, in two to make it 1x1x1. 3) When starting to draw, it doesn't show the size. I first have to finish drawing something to see its size and can then resize it. That feels awkward. 4) The fields in the object's general tab should be navigable using the tab key. I have to click into every single field to change its value. 5) Personally, I would also prefer some fields for the object's size (in addition to the scale). My preferred workflow would be a) create unit cube (by drag'n'dropping from the toolbar, or by simply clicking in one of the viewports). To create a room floor, e.g., I would then simply enter the planned size, that would be much quicker than drawing it with the mouse. 6) I still find it uncomfortable to have to click on "Create" on the right - why? Selecting the Cube primitive should get me in creation mode, clicking in the viewport gives me my new cube - done!
  21. Thanks. But that doesn't change the numbers in the graph but rather multiplies them, right? I find that confusing since I can't easily compare the sizes. The scale makes sense for imported models, but when I create a cube I want to directly enter its size.
  22. Taking my chance and linking to my set of questions ;-) http://www.leadwerks.com/werkspace/topic/6026-couple-of-questions-on-leadwerks-3/#entry52100
  23. See here: http://www.leadwerks.com/werkspace/blog/1/entry-1053-launch-day/
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