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Benji385

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Posts posted by Benji385

  1. Simple networking has actually been built into Leadwerks since the first release, but:

    • It's not exposed to Lua.
    • There's no documentation.
    • There's no NAT punch-through.
    • There's no high-level entity synchronization or predictive movement.

     

    So for those reasons I don't consider it an official supported feature right now.

     

    We also have access to the Steam peer-to-peer networking library. This is nice because it allows direct communication between two Steam accounts and automatically manages NAT punch-through, but of course only works in a Steam game.

     

    Thanks for the clarification. :)

  2. So I just saw a facebook post from Josh that says - "Our Lua debugger, built on the cross-platform ENet networking library, worked perfectly on Linux the first time it was tried."

     

    Are we getting Multiplayer/Network support for Leadwerks? or is this just for the LUA debugger?

     

    Networking support would be awesome!

  3. You can always install it on another computer when you get access to an adequately spec'd system. That is one thing that steam has going for it, you can install it in multiple places.

     

    You could build a decent desktop pc that does not take up a whole lot of room for about 400.00 USD. You would not be using the latest and greatest tech but you would be able to run leadwerks.

     

    I can spec out a pc for you if needs be.

  4. Good point Benji, though I would leave it on with a warning by it. They can still be used as placeholders or professional models to study from and emulate.

     

    I would personally have it taken off the list - Just because well it is looked down upon when people rip models from other games.

     

    Most models that are ripped from a game typically have triangles opposed to quads. They would be good for practicing retopo work on but other that nothing more.

     

    Quads are allot easier to work with opposed to a bunch of tiny triangles.

  5. Do not use TF3DM most models on the site are ripped from other games using them in your games will result in a lawsuit from a major publisher (Ubisoft, EA, Etc.).

     

    I would also highly recommend taking off this list.

  6. Hey drumwrist0123,

     

    If you need to create a high quality world - world machine is the way to go. smile.png

    I am planning on getting it myself so yeah.

     

    Here are some videos for working with world machine and CryEngine. They can apply to any other game engine including leadwerks.

     

     

    This tutorial uses Maya, Mudbox, and World machine However feel free to improvise smile.png

     

    I use L3DT to generate heightmaps. You might try it out.

     

    Totally forgot about L3DT - That is an awesome tool as well forget the price tag though. I know that it has a free version for up to 2048x2048

  7. Personally I would love a node based Shader system.

     

    Third party or Integrated into Leadwerks much like Unreal engines Implementation.

     

    I say this because I know nothing about shaders however I know how to make shaders with a node based system.

     

    Kind of backwards yes...

  8. Hey MJuliano - I am also a follower of your work. Rouge System is awesome and should have been funded on Kickstarter. Very Sad that is was not funded. sad.png

     

    Anyway - I wish you the best of luck on Rouge System. It looks awesome If you need any help just give us a shout at. smile.png

     

    Is there anyway I can throw money at you for Rouge System?

     

    Thank you for the link to mental mill BTW. I missed that bit in my fit of excitement.

     

    Welcome to leadwerks you will like it here :)

    • Upvote 1
  9. Thanks for your help guys/girls. I am having one other problem which is why I focused on getting that out of the way. I am confronted by an error. "Failed to initialize Graphics. Your hardware may not be supported." I have looked at other pages but they seem to have nothing other than loose ends. Also it might be worth adding that I also have an Intel HD Graphics 4000, whether that is conflicting with the my Graphics card I am unaware of.

     

    You may want to post this in the bug reports section.

  10. I have a few requests for tutorials -

    1. How to map Input/Actions to a controller, keyboard, or joystick.
       
    2. Creating a load / save game system for our games.
       
    3. How to Implement Split Screen Cooperative or versus Play on a single machine for up to 4 players.

    I can go on and on but I will leave these here for now smile.png

  11. Hey Luke,

     

    I replied to you via PM but I am going to do it here as well.

    Look into getting this book or this book. In a nutshell it should allow you to make the Cel Shader as well a bunch of other shaders.

     

    The book clocks in at about 1000 pages give or take ten or twenty.

    It is very in-depth and will teach you allot.

     

    I hope that I helped smile.png

  12. Hey Rick,

     

    Thanks for the reply. :)

     

    Yeah it is old school but it will allow me to create allot more monsters quicker and with allot more efficiency. That and I can skimp on detail a bit.

     

    As for frames I am thinking here about 5 to 10 frames per animation. But that is up in the air due to I have not yet rigged the characters in blender.

     

    So Basically -

     

    Create a material for each animation frame.

     

    Then load the model from code in this case my 3D plane.

     

    But here goes a quick question or two what would I need to do to make it rotate or give the "Illusion of rotation" as well as have it face the player always?

     

    I was thinking about having multiple (Seven or Eight) planes attached to a low polygon Cylinder. Then with the method that you suggested putting each animation on to an individual plane. So for example:

     

    The Back most Plane materiel(s) is completely separate from the Front most Plane. So on and so forth.

     

    Thank you for your time :)

     

    - Ben

  13. Hey All!

     

    If anyone can shed some light on this this would be great. I am currently working on a Retro First Person (Doom, Catacombs 3D, or Wolfenstien 3D ) but in a rougelike RPG form.

     

    So I am currently learning LUA ATM. I want to make a series of characters in 3DS Max or Blender render them out to a 2D Image that are going to be rendered out as a series of Images and applied to a 3D plane - When the character moves around the Character/Monster it should in theory rotate at the proper angle.

     

    On the death of said monster/Character I want the Character to leave behind a corpse that can be gibed and can be affected by player interaction. (More on this later...)

     

    When the character attacks I want the character/Monster to play an certain frame of animation.

     

    If anyone could help it would be appreciated. :)

  14. If there is significant demand for it, we will add mobile support on Steam.

     

    Hey,

     

    How much demand are we talking?

    I have seen a request for this on the steam forums a few times. smile.png

     

    PS. Sorry for the bump.

  15. I wasn't quite sure where to put this, as there wasn't a support section, so forgive me if this is the wrong place.

     

     

    Does Leadwerks have a limit on how large your maps/scenes can be? I know Source SDK's Hammer editor has a brushlimit cap. Does Leadwerks have something similar?

     

     

    Thanks

     

    Hey TheFreeMan,

     

    Is it OK if I call you Gordon?

    As far as I am aware no or at least I have not run into one. smile.png

    NOTE: I am not affiliated with Leadwerks Software. I am just an Developer / End user of their awesome toolset!

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