-
Posts
541 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Posts posted by DudeAwesome
-
-
Attach Files
You can upload up to 500K of files (Max. single file size: 500K)
Reading is hard in your age Cassius ?
-
for images you should upload a bigger resolution of your image files that we can see your work better.
-
When testing and running the game , LE3 seems to delete a model from what i see in the log ? why ?
Here is the log :
scripts/objects/player/playerlevel.lua
Deleting model "C:/3D/LE3/spaceShooter/SpaceShooter/models/characters/generic/generic.mdl"
I have no clue. Ive seen it also in my log but I try to dont think about such crazy things because leadwerks is full of it.
-
post your code. dont think its because of your files.
-
Can you be more detailed ? What files you edited and how? And what was the exact error message?
-
there should be a 3rd person script per default in the script folder. take a look and read the code
-
Leadwerks require opengl 4.0 gfx cards
-
dont believe its a bug its just a bad implemention because josh forget/ignored about asynchron development for those things because its not that importat or he dont noticed it on his SSD that hard. but sure its not really important like the color of a car or the size of the engine. but it makes life easier to use this software without that behaviour.
But you are right it freeze and a GUI should never hang up while the processing something. thats why we have threads nowadays. best way is to seperate this into some kind of layers (thread for gui, thread for generate stuff in the editor, thread for background nsa logging) so nothing will be stacked or freeze and the editor feel more smooth.
Ive noticed this on every little thing in the editor that normaly takes some time or have progressbars. like
importing models (editor create own model files)
importing textures (editor create own text files)
load big models (freeze editor sometimes when big files)
this should all not happen with threading. You also could write a small progress bar to make the gui more user friendly. IMO the usabillity of the gui is very unfriendly because I often thought the editor is broken or hang up again. No response, no information. Just hope that the editor will response thats not a solution for a good editor.
also at the project creation. The project creation (create folders etc) takes too much time and freeze the gui because its waiting until the project file are created.
which gui is leadwerks using? wxWidgets?
- 1
-
its not a bug and its better to tell such private things like email address directly to josh per email or private message.
-
was waiting for this game for years for ps3. pc version is coming out soon. graphics are very nice and game is fun
cant understand why MilitaryG have this AAA allergy. AAA dont means that the game makes no fun and gameplay is bad and watchdogs makes fun for sure just take a look into the metal gear series they have AAA+++ and the gameplay is awesome. or take a look into the game "the last of us" one of my favorites. when you have this opinion because of games like the latest call of duty or counderstrike GO well sure its always the same and nothing new because changes in gameplay are not good for classic games.
its like saying every linux user is a nerd and every mac osx user is a hipster.
leadwerks is a 3d engine and those engines try to get good ingame graphics to simulate reality. And I think when I dont could do some AAA with leadwerks I never have bought it.
for me, a good game have to have nice graphics, new ideas in gameplay, a good story. sometimes something more. every game is different but every AAA shooter is the same but its the shooter genre. dont expect too much there.
all in all its the package of everything like Christian Clavet said.
(dont tell me games like terraria or starbound I played them and they just are driven on the hypetrain. the games make fun but I played better games that amused me more)
My last favorites are:
Last of us
Outlast
Natural Selection 2 (omg its an indie game and have good graphics and WTF nearly 1000h on steam played over ~2 years)
-
also possible with a geometry shader
-
works for me also on windows 7 64bit
-
what do you mean with skycube? a samplerCube for cubemaps?
-
The Joint:ball() is different now instrad of 7 params it only have 4. so the Script dont work with 3.1 without some fixes
-
mhmm maybe i´m wrong but ragdolls should be still possible in leadwerks with some coding.
-
dont forget about open graph protocol to boost seo
-
how ? It should be possible with uniform vars but how I can define my own uniform vars ?
Like a dynamic Alphavalue calculated with leadwerks and pushed into the shader with uniform qualifier each loop?
-
mhmm seems like I´m stuck here and noone have a clue how to solve that problem
-
I like the gizmo from 3d coat with rotating scale move options
-
hi its not that hard but you need some coding skills to implement that.
you ask how so i think you mean the logic:
the player object needs
vars: healthpoints and lifes (Integer)
functions: hit($input)
hit($input) decreases the player HP
e.g.
currentHP = 100
hit(80) -> return currentHP - 80
check also if your HP is <= 0 if yes you need a
dead() function. the deadfunction just decrement your life integer var.
if life = 0 -> do some gameover stuff
BTW:
forget about that player script. create a new game and do everything by yourself and read the documentation. if you have mainly problems with programming read some c++/lua tuts or see the tutorial thread (from Rick).
you also dont will find some functions in guides or in the code reference for doing such trivial stuff. take a look into the command reference and also the script reference for your script stuff.
also take a look into the object script guide
-
where can I read about the leadwerks engine shader variables? there is nothing in the documentation about it or may i missed it?
-
The subdivision is really a function of the original vertex density of the surface. The sphere has a lot of vertices. Those big flat walls have only four vertices each. So it is working, but it doesn't work very well on a large flat surface with no subdivision.
There is also the problem of lining up edges. The edges of those walls will have cracks in them where the surface is raised.
So at this time, tessellation tends to be good for dense models, but not so good for large flat surfaces.
ahhhh makes sense is there a tesselation shader coming ? was wondering because I had the same issue
https://www.dropbox.com/s/8kzciw8fqom18nj/Screenshot%202014-04-08%2017.43.30.png
but sure no subdivision no displacement.
-
6850 should be ok for now.
-
good stuff needs time
connection probs
in Tech Talk
Posted
use wget to get a Copy of the documentation