Einlander
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Blog Comments posted by Einlander
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Unity is left handed. Unreal seems to be able to switch if they want to. The big 3d modelers use z up. Interesting discussion here http://answers.unity3d.com/questions/38924/unity-is-a-left-handed-coordinate-system-why.html
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You could create a billboard studio tool that takes pictures at all the right angles. Seems like the bill boards would solve some of the lod needs
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Any chance we can get a map format similar to the gmf format? Apart from its little quirks, it is a beautiful format. backwards compatible and almost future proof.
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Yeah, this is the difference of making assets for Leadwerks and making assets with Leadwerks. The Source Engine had this issue until the community came up with the solution of Propper to turn csg's/bsp's to mdl's. Leadwerks isn't quite at that level where the community can make such tools ,though I am definitely trying, but it may change. But Olby is right, for the majority (read everyone on the steam forums but not here), if its not in the work shop it's not going to be made.
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I agree with the other commenters, modding and indie are worlds apart. With modding you base new creations on an established style, theme, and gameplay. You are on what essentially are training wheels. When you create something yourself you're on your own.
Also the reason why people have issues with how Unity looks is not really the assests. It's the stock shaders and stock player controllers. This tends to make all the games look and feel the same. Unreal has the same issue if you're not a AAA studio with your own shader designer. With any broad success, Leadwerks will fall into the same problem, and those 2 engines have node based shader creators.
With all that said I welcome a more complete asset collection. My suggestion is to have a regular dlc and a pro version where you get the actual textures and maybe the models.
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I'm stuck on the same dilemma for my game. It's so close to a portal clone that if you add portals you would never know the difference. Differentiation and exploiting the game mechanics in a fun, meaningful, and memorable way is a hard thing to follow through on.
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I mean a box with sizing handles. Sometimes decals need to be non square or simply need to be scaled visually.
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Can we have size boxes on decals? Or have they already been put in?
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Do the decals support alphamask channels?
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I have 2 of mini-itx pv's 1 intel with windows, 1 amd with linux and a windows 10 hdmi stick pc.
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Don't get too mad at that brand of gfx manufacturer. They keep their competition and and developers honest. And we wouldn't have Vulkan as we know it without them.
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File it for later , if you add a new button make it so if you right click on the button it pops up a new window with the scene tree so a user can click on an entity and click ok.
This would help if you have small child entities.
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I prefer the color ones, the monochromatic ones would start to look the same the longer you have the window open. I also vote for having a folder where we can replace them ourselves. Maybe someone can make a workshop mood for it.
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Sounds good.
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Einlander: I was planning to release it once it was remotely ready though
Lunarovich: Mine is fairly basic to be honest, I was aiming to allow theme files (a master lua table with settings) to configure the gui's looks(size of borders, colors, etc). Currently it has a button and a some-what messed up label( forgot to update some older code with newer algorithms) I would have no issue uploading the code somewhere later on if you like, though please bear in mind that I'm still somewhat new to leadwerks and definitely GUI coding
Mine was a complete window manager and all its objects. I put it on hold after the setscale command didn't work correctly
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That's amusing, I've been working on something just like this myself! XD
I think we all have at some point made a gfx library for Leadwerks.
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I'm making a game similar to Portal, and I have alot of moving platforms (4 platforms, 14 pivots, total 18 target entities). This is just the first level. I have to look forward to the fact that imported assets are not uniquely named, so I will have to name every moving platform, launchpad, and elevator, separately, then name all the pivots separately. Thinking to the future i'm already reconsidering how i'm making the levels to avoid making work for myself.
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As a general rule, that kind of thought can be trouble:
https://gettingreal.37signals.com/ch04_Make_Opinionated_Software.php
That's nice and stuff but wiki doesn't do that anymore. I can check the diffs to se who wrote what and changed what for the entire lifetime of the page. I can check total user contribution to a document. So things change. And who cares about your vision if it possibly detrimental to the people it serves.
<insert Godwin's law here> thought his vision was great, and people agreed with him and wars were fought and "everybody" had to be involved.
It's one thing to be opinionated and another to be polarizing. Office's ribbon is opinionated, Blender is polarizing. People go out of their way to avoid it, while people dislike office but they still use it.
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I have found that drag and drop can actually be very unintuitive in many cases
This sounds like the problem that the MS Office team has, the top requested additions are things that they already implemented. The solution? Make it more obvious. That's how the ribbon was born.
For leadwerks put a group box around the target box name it "drag entity here" , CHANGE the mouse cursor to the drag drop cursor (windows has a special cursor just for this). Now its obvious you drop entities there. And if for whatever reason they still click on it, allow them to type the entity in with a autocomplete option.
Combine with the auto incrementing numbers you have a complete system that supports everybody.
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I'm not sure I follow. If I update the model the name stays the same. Save the last incremented number in the mdl file so when you have to update it you pull that value in the original mdl file before updating it. If someone manually deletes the mdl file and then re-adds on adding check for this filename with numbers and find the largest number and give it 1 more.
If you store the incrementing number in the mdl file then if it gets renamed it doesn't matter. Just pull that number and increment it.
You don't even have to store the number in the mdl file. Then number should be in the map file. You store the relative path the the model and its number in the map file. If the model name changes, the path and the number stays the same. If the model path is no longer valid, then offer the user the opportunity to replace the model with another but keep the same number. Then go find and replace all references of the old model with the new one with the same number so as to not break scripts and flow graphs. Otherwise delete all the old models.
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What about just a simple dropdown list of all available entity names in the current scene? I did something similar in LE2 for creating my own properties panel selections.
I think this idea would start of nice but would quickly become unmanageable. It my current level I have over 200 entities. That's a rather long list. Also Leadwerks doesn't even keep it's own entities unique, aside from imported assets. With this change, If you copy paste a csg it should auto increment its number to the next highest number. Imported assets should have a number appended a number " ###" to the end. They too should auto increment.
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Cant it do both? on drag do x, on click do y? Now i have to make sure all my entities have unique names and that I know the names. I'm not liking this change. Why are such drastic changes simply just done and never asked about?
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I have an AMD gpu r9 270x. The buttons and doors flicker un the distance, but are normal when you get close.
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Still needs an installed tab, and an unsubscribe option in the install section.
Vegetation Physics
in Development Blog
A blog by Josh in General
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Will the relevant instances Aabb be user controlable?