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Posts posted by shadmar
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That would be useful.
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They are not, but I was referring to this : http://www.leadwerks.com/werkspace/files/file/404-le3-treesway-shader/
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Hei BES, you have a working planet renderer? (as in LOD planet full scaled?)
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It's just above polyreduce I think.
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Just tested, I thought it should work this way but it doesn't, it only lights up the 4 last ones added.
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I think you can put as many as you want, but only the 4 closest to the camera is rendered,
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Example : If placing different types prefabs in one area, you need to manually place each one.
Would speedup level creations.
Suggestion :
- click one item, then shift-click another to place the first one at the second ones location.
- click one item, then ctrl-click another to rotate the first to the second ones rotation
- click one item, then shift+ctrl-click another to place+rotate the first one at the second ones location+rotation
maybe add alt key also for scale.
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3D arrow maybe, it's really hard telling where the lightvector actually goes (if you're trying to match direction of a sun in a skybox/dome)
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You need to resave your normalmap in le3's texture editor as normalmap to have z moved to the alpha channel.
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You could grab the tree sway shader in the asset store, it does alpha tests for foilage.
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Is there currently any method I can pass a varying to all shaders in one go without looping through all materials form all surfaces to find shader and send shader:SetFloat ?
(like for fog if I wanted)
If not could maybe mat files be used for custom varys.
Or maybe a Shader:SetGlobalFloat/vec2,3,4.. for a push out to all. (not so sure if that would be smart either)
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Ok, no problem.
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I was watching Andy's : http://www.leadwerks.com/werkspace/page/videos/_/-r192
And immediately thought of portal somehow.
Is it possible to render a camera to a texture?
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Is there any easy method to copy positions and rotation from one prefab to another (when using different ones)
In the editor.
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Z is stored in the alpha channel. So blue isn't used.
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Hi
What is required from custom meshes to be able to use lightmap properly?
I have a second uv channel and texture3 points to lightmap.tex, but I can't do it.
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Add me to the ask list. Those are more than good enough.
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You could try httrack, a nice little offline tool for webpages.
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Shadows over every other post effects. Even volume stencils would work
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Then again, it helps not running mulitple instances of le3
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Happens to me if I hit F6 on an new created lua project, but not in Darkness Awaits
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Thx for the tip.
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You guys really outdone yourselves in the docs this time. I like this alot.
Good thing you didn't die Chris
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Models in Leadwerks 3 are basically the same as a Mesh in Leadwerks 2. A model can have one or more surfaces. In this case, the material you are looking for is applied to the model surface, so it will be something like this:
local child = self.target:GetChild(1) local surface = child:GetSurface(0) local material = surface:GetMaterial()
Since GetChild() returns an entity, and GetSurface() is a Model class command, you might need to cast the entity object to a model:
http://www.leadwerks...ng-with-lua-r57
Note that all indexes in Leadwerks 3 begin with 0, so 0 is the first entity or surface, 1 is the second, etc.
That works, thanks guys.. (my first shader in le3) :
surface = self.target:GetSurface(0) initmat = surface:GetMaterial()
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What tutorial would be most useful
in Programming
Posted
If you get time, how you did these would be interesting to learn about :
http://www.leadwerks.com/werkspace/page/videos/_/-r160