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d123s404

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Posts posted by d123s404

  1. You have obviously disliked the consoles for sometime because of their "quality control"measures. Let me ask you a question. What is the difference between their selective process and you not wanting to allow people to create an add on for your editor?

     

    More supported platforms are good for attracting professionals, since a $200 Leadwerks might give them all they need instead of spending $1500 on a Unity Pro licence, and even more on additional platforms.

     

    My only concern is that I want to have the features such as terrains and Open GL 4 first, and the supported platforms second, so I hope they aren't slowed down too much by the porting process.

  2. I see it diferently. You support/fund a project in advance and you get later what you payd for (if the prject fly).

     

    Buying a product in advance is a pre-order. Pledging in a crowd-funding campaign means that you're paying for the product to be developed, and not necessarily for the product itself. That's why there are options that are more expensive than the product itself.

  3. I second what Mike said. Besides, having multiple kickstarter pages may give some people the impression that LE3 has no defined direction, thereby making it less likely to advance too far anytime soon.

  4. I disagree with previous poster, there would not be too many pledges (of substantial values) if all you would get back would be a thank you email from an automatic mail system.

     

    Yes, there would be few pledges if there was no prize. However, pledging means you're most likely giving more than you're getting. The trade off is that you help make sure the product sees the light of day, and not be scrapped due to a lack of funding.

  5. Sorry for the double post, but it's fixed! :D

    Capture_zpsbe9b24a1.png

     

     

    Thanks to everyone who responded. I had to create the material as Dynamic to solve the problem. What I did before was reuse the same materials that I created for the brushes as static and switched it to dynamic in the material editor, which didn't seem to have an effect.

  6. It doesn't seem to be. With a directional light, the position of the light shouldn't matter as far as I understand. What I notice is when I add a light map, everything brighten's up without real lighting, where as removing it makes everything dark, but I'm still not getting the kind of lighting that Darkness Awaits has, where moving a light shows the changes to the pillars in real-time.

  7. Hello all!

     

    I've imported a few meshes I made from blender to create a simple level. The idea is to familarize myself with basic level building in ledwerks. The problem I encounter is that the lights don't seem to affect the imported mesh. In addition, I've set the ambience to be a dark blue, but it seems like the runtime doesn't have lighting or ambience at all. They are applied perfectly on a brush, but not on the imported meshes. Is there some sort of script that I have to apply before being able to bake the lighting? Or is this a glitch? Darkness Awaits seems to work perfectly fine, but mine doesn't.

     

    Here are some screenshots of what the level looks like in editor and outside of editor:

    Editor_zps912c7af4.png

     

     

    And at runtime:

    testChamber2013-06-1922-16-09-19_zpsd23967ce.png

  8. Hello all!

     

    In my editor I set the ambient lighting to be a dark red tint. I've calculated lighting and saved before running and what I notice is that the ambient lighting is somewhat blue in runtime. The editor looks fine, but the runtime is different.

     

    EdTime_zps7ab00def.png

     

     

    In addition, I'm noticing that there are no shadows being cast. My graphics card is good enough to handle it, and I've made sure to check the material, object, and the spot light to "cast shadow" option, setting it to dynamic where possible.

     

    Just as a bit of info, all objects on this test scene are brushes, and the textures are property of cgtextures.com.

  9. Thanks for the feedback guys! I can see that LE3 at this point is more versatile, although it's less advanced in the graphics departement. That's fine though, since I won't be trying to make anything profound. As long as I can use my normals and cast shadows I'm good. :D

  10. Leadwerks 3 was meant to focus on the things Leadwerks 2 was lacking in, which were the art pipeline and cross-platform support. In time it will also have better graphics than Leadwerks 2.

     

    Awesome! Thanks for responding! :D The multi-platform support is definitely a plus, With regards to the argument, I'm totally fine with it. xD I'm getting some good information off of it.

  11. I'm not really that specific with regards to the features. Through playing around with the trial version I can see that it most likely has all the features that I'll need, since I don't need all the most up-to-date graphics and features. As long as the engine is optimized, I can make due with what it has. :)

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