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cocopino

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Posts posted by cocopino

  1. "Some Questions:

    How can i archieve, that when clicking on the decal it selects the decal, just like the road? "

     

    That is indeed strange, it looks like you can select it from the righthand-menu, right?

    What happens when you make the decal "stick out" a little bit more from the terrain, like: TerrainHeight + [value]?

  2. I think alot of the unhappiness and frustration (at least for me) with LE over the last year or so, could have been avoided if bugs were fixed for the current version instead of forcing people to update to a new release just for bug fixes. Hopefully this will be the path taken going forward.

     

    Second that. I think it's crucial when starting something big that you're confident with the version of the engine you choose. There shouldn't be a need of upgrading for the sake of bug fixes because that will lead to go in circles (new version -> new bugs etc.)

  3. So this is not a problem?

    Well, it's weird that the engine is copying another normal map when the one mentioned in the material file doesn't exist. It should probably just not use a normal map at all in this case (like it seemed to do in 2.31). On the other hand, the material file was indeed incorrect, it shouldn't point to a non existing file which was my fault.

    So, not really a problem of the highest priority.

  4. For the rest of 2.x, all I have planned is bug fixes and minor feature additions. Once all bugs in the tracker are resolved, I consider 2.x finished, and any features on top of that are just icing.

    All this talk about 3.0 has made some people nervous, but this sounds really assuring. Good to hear this Josh.

  5. and i do not see anything wrong with the zombie either... perhaps it isn't an issue with the zombie but rather the room that you have him... what is the material file for the room cocopino?

    You're right, silly of me: the floors+walls had missing DOT3 files. Looks like the engine then just copies a normal map from memory (still a bit weird). Thanks, I can now continue my "Leadwerks Editor becomes death of FPSCreator" project.

  6. Hi,

    I'm having difficulties with lights in the latest version. To illustrate:

     

    post-79-12751318118697_thumb.jpg

    Leadwerks 2.31

     

    post-79-12751318211007_thumb.jpg

    Leadwerks 2.32

     

    The scene contains 1 ambient light and 1 point light.

    What's happening in LE 2.32 is that the normal map of the character is being multiplied to the floor and walls.

     

    This is on a GeForce 9600M GT with latest drivers.

     

    Does anyone else experience these problems?

  7. "It allows for faster development since you don't have to compile. Just hit the run button and see your code at work."

     

    Well, I'm used to typing 30+ sentences at once when programming before hitting the run button but this will 9 times out of 10 result in an Editor crash :)

  8. I know Josh says all 3 aspects will be equal, but there will be points where he works on one, where the coding people will get pissed, then the other where the scripts get pissed. Having these 2 ways of doing something is a task that I don't think can stand. It gets messy that way.

     

    I disagree about it being messy per se. I think scripting can make code leaner/cleaner: Leadwerks is an entity based engine and now entities can have their own customized scripts. I think that's all it should be used for, at least that's all I'm gonna use it for.

  9. The idea of having HTML as a GUI system is fantastic; many of us can slap together a HTML page in no time while writing a complete GUI system could take forever.

     

    I've tried a couple of solutions in the past to make HTML work with LE but none of them supported JavaScript (needed for swapping pictures) and/or CSS. Haven't tried Awesomium, will look into it.

  10. I've been busy with real (as in: boring) work for a couple of months but am now using LE again. I personally like the direction LE has been heading towards since 2.3 very much. I didn't see much need for Lua before but it has made the engine really flexible. The Editor already HAS the potential of being a point and click game maker.

     

    It's up to the community now to create instantly usable characters/models/scripts: there's nothing stopping it from being as easy to work with as FPS Creator for instance (but much more powerful of course).

  11. 2. How?

     

    In UUnwrap 3D:

     

    open your model

    menu Create->box, make it large enough to be always visible, uncheck replace scene.

    Create a transparent DDS file (transparent.DDS)

    Select the box on the right (Groups, box, select)

    Right click on materials, Add

    Select transparent.DDS as the diffuse map of the box.

    Now create the transparent.mat (you probably need some combination of mesh_skin/alphatest)

     

    Good luck!

  12. 1. Maybe your model is not centered in your modeling app. I've seen this behavior before when I used models that are not centered, the engine/camera sometimes thinks the model is out of view when it's not.

     

    2. If not, you could try a workaround of creating a transparent bounding box. (not a very elegant solution though)

     

    -- Edit:

    Your model is probably animated by the looks of it. It could also be the engine is just taking 1 frame of this animation into account, if in this frame the arms are down for instance, they might not show because the model is not in view during that single frame.

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