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Brutile

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Everything posted by Brutile

  1. Thanks macklebee, turns out SetScale did the trick. Not sure why there was no collision without it though? Edit: I think I was just falling onto the terrain from too high, that's why I was falling through it.
  2. I am trying to procedurally generate terrain heights, but with no luck. terrain = Terrain::Create(512, true); terrain->SetLayerTexture(0, Texture::Load("AddOns/Terrain Textures/mountain_grass.tex"), 0); terrain->SetLayerTexture(0, Texture::Load("AddOns/Terrain Textures/mountain_grassdot3.tex"), 1); perlinNoise = new Perlin(0); fractalNoise = new FractalNoise(0.1, 2, 1, perlinNoise); for (int y = 0; y < 512; y++) { for (int x = 0; x < 512; x++) { float height = fractalNoise->HybridMultifractal((float)x / 100.0, (float)y / 100.0, 1.0); terrain->SetHeight(x, y, height); } } terrain->Update(); terrain->UpdateHeightmap(0, 0, 512, 512); terrain->UpdateShape(); This is what I have. I'm using my own perlin noise that I know works. It doesn't seem to be setting any heights and the collision isn't working (you just fall through the terrain). As there is no documentation on this, could someone please give me a hand with this?
  3. Not sure if it's just me, but the developer materials for the walls, windows, stairs, etc don't have textures. It gives this error message: Error: Failed to load texture ".../Materials/Developer/window.tex" All the files are up to date, I've tried creating new projects, etc. but it still doesn't have them.
  4. "The project template pretty much is a blank canvas." Not really. There are lots of things that don't need to be there: -Concrete material -Blood splatter -Glass -Terrain materials -Barrels -Crates -Primitives -Weapons -Prefabs -Sounds Things like shaders and math functions are always handy, but there is a lot that doesn't need to be there.
  5. My suggestion is that you start with a blank canvas with only the essentials, like the app.lua script that you absolutely need to build the project. Then default assets can be loaded similarly to the workshop files, in a separate folder. I think that would solve the problem. Or maybe a file->import assets option where you can select what files and folders you want to import/update
  6. But I still want updates for things like shaders and util scripts. I guess for now, I'll just create new projects and copy new files manually. It just seems to me that at its current state, Leadwerks is made for making tutorials and showing off the engine, rather than being a useful tool for game creators. I like using Leadwerks, but sometimes you just think 'why bother'.
  7. I've been using C++, so I use this: if (window->KeyHit(Key::F12)) { context->Screenshot(); } I'm sure lua has something similar
  8. Thanks shadmar, I just wish those default files wouldn't automatically update. It should be a manual import like Unity3D
  9. Just opened my project after updating the files to find that the default scripts for the player that I had edited had been overridden. As I don't have any backups, I'm not a happy chappy. > Just a note to everyone... Don't name your files after or edit the default ones. Edit: I think my App.lua even got overridden :@
  10. When you're building a level, it can get a bit annoying when every box you make with the editor goes to the root. And it's pointless trying to organize it, because any new geometry will just go to the root and you have to keep moving things. It would be good if it placed level geometry in a "CSG" folder or something.
  11. When you put image files in your project folder, it will generate .tex files for you. As for .pfb, you put model files (eg fbx files) in your project folder and then add it to the scene, go to scene tab and right click the model in the list and click create prefab.
  12. Try turning off texture compression. Also, if you have set the texture loading to deferred or any other that isn't default, it won't load the correct resolution. I've noticed that when I used it with GUI (The crosshair would be blurry)
  13. I don't have grass. It's not a leadwerks terrain object, it's a model/surface. It's gotta be either the shader or the cubemap. I've put textures for every slot, so it can't be the normal texture
  14. Subscribed items don't show up either. similar to this: http://www.leadwerks.com/werkspace/topic/10166-standard-no-access-to-workshop-files/page__hl__workshop
  15. I replaced the standard skybox material with another material and it fixed the problem. Must be something in the skybox shader.
  16. ITS THE SKYBOX! I commented out the skybox code and it solved it. Very strange O.o
  17. I've been doing it through leadwerks while steam is open and logged in
  18. I've tried adding a texture for every texture slot and messing with the settings and nothing fixed it, except turning on z-sort. Only thing is, z-sort doesn't do shading or shadows.
  19. So basically, I wanted to upload a screenshot of my game without the debug text and gun model, so I hid the gun model, then all of the sudden the terrain would have texture bleeding from the texture atlas. With the gun model in view of the camera: http://steamcommunity.com/sharedfiles/filedetails/?id=284321416 With the gun model not in view of the camera: http://steamcommunity.com/sharedfiles/filedetails/?id=284321043 Nothing else has been changed in the two screenshots, except gunModel->Hide(). Even when I remove the gun model code all together, it does this. Why is this happening?
  20. Is there any anisotropic filtering setting anywhere for textures? I can't seem to find one. If not, will there be any time soon? I'm using pixel filtering, and at a distance, or angle, it looks horrible.
  21. I'm trying to upload a shader to the workshop, but I get this error: Sorry! An error was encountered while processing your request: That item does not exist. It may have been removed by the author. Any help would be great.
  22. Resetting my laptop did fix the opengl problem, but it was OpenAL32 which wasn't properly installed. Which brings up a question... How would someone you give this game to know to install openAL? You would expect the user to install the game and be able to run it without problems.
  23. I'm pretty sure there's something wrong with my laptop, because I tried running a different opengl project, which was not made using leadwerks, and it did some strange things. It would sometimes run, but it would act very strange. Doing a factory reset to see if it fixes it. Probably something to do with the java LWJGL I installed. I'll let you know what happens...
  24. OpenAL is not missing. It's the exe of the published game.
  25. They're both up to date. I also disabled my anti-virus and firewall, but it still wont run. It seems to open twice, if that means anything.
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