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Posts posted by Brutile
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Is there any way to scale the screen to make it pixelated?
I want to achieve a retro look where instead of rendering 1 pixel per screen pixel, I want to render 1 pixel per 2x2 or 4x4 screen pixels.
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You say it uses self.GetText()... Shouldn't it be self:GetText() with a : not a .
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I agree. I don't know why this can't be editable.
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What are you using for movement? The default FPSPlayer script uses entity:SetInput(). If you are using entity:SetPosition() or similar, it may cause the issues described.
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I used to know how to do this, but don't remember exactly how. You need to create a second 'World' that only your gun goes in. The second world needs to only draw the gun, not anything else, including any background. That will prevent the gun going through walls, but won't fix the camera clipping issue. To fix that you either need to reduce the near range of the camera, or just move the gun further away. Creating a second world just for the gun will mean that the gun can be as big as you need it to be and it will still look normal. Hope this points you in the right direction
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I've been using Blender for a while and had the same problem at first. I started to look for something else, but in the end I always found myself going back to Blender. Everytime it got easier and easier to use. I'd suggest sticking with Blender.
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I don't think the Intel Iris 6100 has OpenGL4, so it probably won't run at all.
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I'm going to buy a Mac and i dont want to install windows on bootcamp only because of leadwerks.
Why not? I'm pretty sure you can choose the partition size, so you don't have to use up half your hard drive for windows.
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Mine was doing this (as you already know) and these were the things I did.
- Exported project for a backup
- Renamed the leadwerks projects folder to remove spaces
- Leadwerks had an update
- Imported the project that was already in the project folder that I renamed (not the one I backed up)
- Published the game with a title, preview image and "test" as the comment. I was using the "only include used files"
I don't think I ran the game after importing the project and before publishing.
Not sure if this is going to help, but one or all of these steps has gotten me through the error message.
But I think we need Josh's input on this, as it shouldn't be happening at all.
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Parameters
- entity: the target entity to point towards.
- axis: the entity's axis to orient. This may be 0, 1, or 2, for the X, Y, and Z axes, respectively.
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rate: a multiplier to indicate how quickly the entity should orient itself.
- roll: the rotation around the specified axis.
- entity: the target entity to point towards.
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There isn't really a 'norm'. That's why most games have graphics settings. You should pick a target device, i.e. your laptop, see what specs that's got, and go from there. As long as you are under the performance specs of your target, you should be fine. I'm no expert on performance, but I would say aim for under 80% of your target device's video memory.
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You could always just use this http://www.leadwerks.com/werkspace/page/api-reference/_/entity/entitypoint-r167
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I tried it again today after removing the spaces in my leadwerks project folder (and the recent update) and it worked. Not sure if the update had something to do with it, but I'm glad it worked.
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It's possible, but very difficult. Each room would be a prefab that would have doorways at different places. You would need to link each room by the doorways. You would need to stop rooms intersecting with one another and would need to make sure that you don't create dead ends that would stop you from getting to the end.
I can't help you with this, as it is too big of a project just to help someone else do it, but this is something I may look into for one of my next projects.
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I have a space in the path to the project. Could this be the issue?
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How big is your map? does it lag with an empty map?
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What does your performance stats (Ctrl + Shift + Esc on windows) say when it's open. Is your memory getting full?
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I've just tried to upload the FPS Template, and also a blank project with absolutely no assets except a start map and the required scripts. Both failed.
Also, does anyone else get the error if they cancel the publish?
Another thing to note is that my LE install in not on my C drive. Is this potentially causing an issue?
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Do you get the message "Failed to publish file."? If so, I have a post here http://www.leadwerks.com/werkspace/topic/14233-failed-to-publish-file/
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I'll try it tomorrow after work
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Run the game in debug mode and let us know what line of code it's crashing on.
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When trying to upload my game to the workshop/game launcher, it starts uploading, then I get the error: "Failed to publish file." There's no error log or anything, so I have no idea what is happening. At first I thought it was timing out, because my internet was slow, but after reducing the file size, it just ends up erroring quicker. Just to note, this also happened in the last game tournament I tried to enter, so I couldn't upload my entry and just gave up. This time I really want to enter it, so getting past this error is a high priority.
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Use DXTF5 or something like that, it will enable alpha, not uncompressed
Actually for decals, you are better off using uncompressed. I've noticed some color bleeding around the edges if it uses any compression.
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From what little I know about Substance Designer, I'm pretty sure it uses black and white as transparency and opacity, and doesn't actually use the alpha channel. I could be wrong, but it might be something to check, because if there's no alpha channel in photoshop, then something is not right.
Make the screen pixelated
in Programming
Posted
Thanks shadmar. That's almost what I'm after, but is there any way of making it sharper? I'm looking to have solid pixels, without any kind of blending/combining. I'll try to figure it out myself, but in the mean time if you know how to do it, it would be greatly appreciated.