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  1. If you create a terrain, for some reason I can't get it to repeat when I just use the BSP brushes, and you double jump you can basically fly around and soften a fall. http://www.youtube.com/watch?v=yE-nEp2n1vs&feature=youtu.be
  2. Hi i bought by "Leadwerks Game Engine Indie Edition" on Steam and have problems I dont save my project. Level editor when I go out with a program produces an error (on picture), sorry i do not know much English at the bottom of the original text. in Russian: Добрый день я купил в Steam "Leadwerks Game Engine Indie Edition" и у меня возникла проблема. Когда зарываю редактор уровней у меня появляется такая ошибка ( на картинке). И когда запускаю менеджер проектов моего проекта там нет
  3. To buy or not to buy? I want to be able to create absolutely STUNNING landscapes, and be able to explore it in my project. The in game editor aint bad but, have you seen W.M? Is it worth it? Is it possible to export EVERYTHING youve created in W.M and then import it into Leadwerks? Trees, water and everything orrr, what? Before I purchase it I want to make a good decision. lol I dont want to spill the idea of my project but I will say this, its obviously going to be a huge open world. Hopefully the size of Chernarus in DayZ.
  4. Hello, is it just me or are prefabs broken inside Leadwerks 3.0 ? I am not able to create any prefab that does not crash the editor and my application. My application will crash with the following error: The exception is thrown inside Prefab::Load(): Entity* entity = Prefab::Load("asd.pfb"); The Leadwerks editor crashes as soon as trying to open the prefab with ACCESS_VIOLATION. The documentation seems to be wrong too for the prefab class. I have not been able to find the "static const int NoStartCall" member inside it. I attached a prefab that is causing the error stated above. Thank you. asd.zip
  5. My buddy who I am working with is making models via cinema, and he bakes the texture and all that but when we import the model its completely white and untextured and just BASIC! How do we get textures to ....export and everyithg with the texture applied to it? Any help would GREATLY be appreciated.
  6. How is everybody? Any body have a project they want to share?
  7. Hey guys, me again. I was curious how one would go about moving a bunch of objects all at once. Basically I decided to go with a car game as my first one. Just to get the hang of things. Now, in my editor you see this [its an image] http://gyazo.com/5094ed8b0529ac914a2675f5a3e879a1 [<<Click]. Then I go into the scripting area and the objects wont turn with --Script is bound to the 'truck' self.entity:Move(speed, 0,0) I have tried entity turn, and others but they dont wanna turn. How can I make them all turn at once (act like one object)? Thank you for your time, Cody Mihelich
  8. Hey. Just a bug, but not sure if its for everyone so didn't feel the need to post in the bug reports section. My texture for dirt (when texture painting) has dots in the corner. I am not sure how to fix it but it is annoying. I've checked the actual texture file and there aren't dots. Thanks for your time, Cody Mihelich
  9. Hello everyone. I really feel like 3.1 is lacking materials / tutorials out there for lua scripting. I do not personally know lua but am starting to learn. Below I show you guys how to display a Custom font and how to display text to the screen. I hope you enjoy! It is in 1080p Youtube just has to render it http://www.youtube.com/watch?v=b4fZx9wQ0jM P.S. I linked the custom code colors to this thread. Feel free to use them if you like them
  10. (Running Leadwerks Indie for Steam) I'm currently working on a settings module, and I'm running into a little bit of a problem. I'm keeping all user-definable settings in a single Lua table. I've got serialization code to quickly save out that single table to disk functioning just fine. The problem comes on load. I want to load the Settings object in a separate environment, and then iterate through and only pull over values that I recognize as safe, so no executable code, etc. in the settings file. However, there are some problems, specifically that setfenv() and getfenv() are causing the process to end. To demonstrate, I've got the following code: function Settings:ShowFailure() System:Print("Got here just fine...") System:Print("getfenv is: " .. type(getfenv)) local myEnvironment = getfenv() System:Print("Will never get here.") end If you call this code on launch, you'll get the following output: Got here just fine... getfenv is: function Process Complete. So you can see the code is executing and that getfenv is a recognized function, but as soon as getfenv() is called, the process ends. Any thoughts? If Leadwerks was using Lua 5.2, I'd just use load with a target environment as a parameter, but I'm having to do things the 5.1 way.
  11. Hey guys it's me again. I was wondering how one might implement a custom weapon. I know how to create models but my problem is I am not sure how to assign it to the char. Do I assign a bone where I want to have the char hold it? And can someone link me to a detailed Leadwerks 3 Custom Character tutorial? I have the character but I have no clue what to name the bones or how to have Leadwerks recognize the bones. Thank you for your time, Cody Mihelich
  12. Hello guys! My friend and I just bought Leadwerks. I decided to stream so that you can learn with me / give me tips. And that way the staff on here can see how a total newbie to the engine feels. I hope you enjoy! Link: www.twitch.tv/papa_beans Update:: Lots of learning happening, thank you pillar!!! 10 Hours into the stream!
  13. After creating a prefab saving it then removing it from the scene then adding it into the scene and going to the scene tab will crash the editor with the error Windows Access Violation. It happens at other random times as well.
  14. If I buy the pre-order for 3.1 then will I get the latest version right now? There is nothing else in the store. (no other versions)
  15. When I go to import .pngs I get one access violation on img2tex.exe per .png file I export from Substance Designer. It doesn't happen for .tga as far as I can tell so I think I'll just use that format for now. To reproduce: - Export bitmaps from Substance Designer into the Leadwerks Materials directory, saving as .png. - Export bitmaps from Substance Designer into the Leadwerks Materials directory a second time. You can get a trial of Substance Designer here: http://www.allegorithmic.com/download Once you've installed it, open one of the sample .sbs files. To export the bitmaps, right-click on the thing I circled and click "Export outputs as bitmaps" on the drop-down menu, then use the dialog box to tell Substance Designer where to put the files. If you do this twice, you should get access violations on img2tex.exe. Let me know if you can reproduce. System information: Processor Information: Vendor: AuthenticAMD CPU Family: 0x10 CPU Model: 0xa CPU Stepping: 0x0 CPU Type: 0x0 Speed: 3193 Mhz 6 logical processors 6 physical processors HyperThreading: Unsupported FCMOV: Supported SSE2: Supported SSE3: Supported SSSE3: Unsupported SSE4a: Supported SSE41: Unsupported SSE42: Unsupported Network Information: Network Speed: Operating System Version: Windows 8.1 (64 bit) NTFS: Supported Crypto Provider Codes: Supported 311 0x0 0x0 0x0 Video Card: Driver: NVIDIA GeForce GTX 780 DirectX Driver Name: nvd3dum.dll Driver Version: 9.18.13.3221 DirectX Driver Version: 9.18.13.3221 Driver Date: 19 Dec 2013 OpenGL Version: 4.4 Desktop Color Depth: 32 bits per pixel Monitor Refresh Rate: 59 Hz DirectX Card: NVIDIA GeForce GTX 780 VendorID: 0x10de DeviceID: 0x1004 Number of Monitors: 2 Number of Logical Video Cards: 2 No SLI or Crossfire Detected Primary Display Resolution: 1920 x 1200 Desktop Resolution: 3840 x 1200 Primary Display Size: 21.50" x 13.86" (25.55" diag) 54.6cm x 35.2cm (64.9cm diag) Primary Bus: PCI Express 16x Primary VRAM: 3071 MB Supported MSAA Modes: 2x 4x 8x Sound card: Audio device: Speakers (High Definition Audio Memory: RAM: 8163 Mb Miscellaneous: UI Language: English Microphone: Not set Media Type: DVD Total Hard Disk Space Available: 1106365 Mb Largest Free Hard Disk Block: 289086 Mb OS Install Date: Dec 31 1969 Game Controller: Gamepad detected
  16. Hey guys, I created a Cube in Blender and exported it as Autodesk FBX (.fbx) - was proud that I could load it into leadwerks but it dont likes textures. I dropped the BlueGrid on ground and the Orange one on the Cube but the Cube has some strange shading artifacts on the cube and the texture just makes the Cube a little bit more orange but no grid is visible. Do I have forget something? here is a screen
  17. Hello, when trying to release an Leadwerks::Source my program immediately crashes with error code 1: Loading: Sound* buffer; buffer = Sound::Load("Sounds/Weapons/" + name + "/fire.wav"); source[sND_FIRE] = Source::Create(); source[sND_FIRE]->SetSound(buffer); buffer->Release(); buffer = nullptr; Playing: // Play source if (source[sND_FIRE]->GetState() == Source::Playing) { source[sND_FIRE]->Stop(); } source[sND_FIRE]->SetPosition(entity->GetPosition(true)); source[sND_FIRE]->Play(); Deleting: for (int i = 0; i < NUM_SOUNDS; i++) { if (source[i]) { if (source[i]->GetState() == Source::Playing) { source[i]->Stop(); } source[i]->Release(); // Crashes here source[i] = nullptr; } } The last thing Leadwerks writes to console is "Open AL: AL_INVALID_OPERATION". I noticed exactly the same behavior when trying to play a sound that is already playing. I attached the sound used in the example above. A screenshot of the object after the crash: source[0] is the object on which the crash occurred.
  18. Hello, I tried to find something for deactivating lights but no function (everything outdated in internet) so i tried using: light->SetRange(0 - 10); but i think i need to rerender the light? is that possible? - Mex
  19. //I'm writing here because i have 'no permission' for the Programming section :? Hello, I'm new to Leadwerks and i'm now trying to create triggers with C++ I found many examples but either it's for C and in C++ not working or it's old or anything nothing has really worked for me :/ So i'm asking is anyone able to give me a good example of a trigger (trigger enter and leave is important) or good ideas? Thanks, Mex
  20. I messed around with the trial on my laptop, and was very impressed. However, I can't get it to work on my desktop. Upon starting up Leadwerks.exe I get this error: Microsoft Visual C++ Runtime Library This application has requested the Runtime to terminate it in an unusual way. Please contact the application's support team for more information. Both my laptop and desktop run 64 bit Windows 7 SP1. They both have the same MS Visual C++ Redistributables, which can be seen in this screenshot. I've reinstalled the MS VC++ 2010 Redistributable several times. I've uninstalled it and used the one included with the Leadwerks installer. I've reinstalled Leadwerks several times. Running dependency walker gives the exact same result as on my laptop. Is there any solution to this? I see someone else has had this issue, but it wasn't resolved in this thread. Thank you.
  21. How can I get the LE version 2, the licensee LE version 3?
  22. In LE2 the following code worked for setting a global variable in lua, BP L=GetLuaState(); lua_pushobject(L,camera); lua_setglobal(L,"camera"); lua_pop(L,1); but in LE3 GetLuaState() and lua_pushobject() doesn't seem to exist... Are there other ways to set global variables from c++ now? A command like GetCurrentCamera() would be useful...
  23. Is camera->Pick() supposed to work on LE3 Terrain? Or am I using the wrong method...
  24. Beside the driver issue with 2.5x I had a very strange behavior lately. I created a portal mirror ( like the q3a one ) - I create a camera on surface ( its a plane ) which is looking from a orgin towards a target ( works as mirror and portal cam ). I need to switch main camera with a portal camera because of the listener ( which would be re positioned if I just would move it in framework )... plus I have a camera render buffer to paint the camera image on surface. The buffer is local to object and created like CreateBuffer(..., 1+2+4) iirc. I had no issues with that - I changed to only use color buffer. Yesterday it failed because of that ... so, how can such ever happen ? Please note - the issue is not that I messed up my code - the issue is that the engine doesn't realized the fact. Does structures be keept in memory even if the host gets "destroid" ? How to clean/overwrite memory ( and that is hilarious ) if such can possible be the case ?
  25. Hello guys! I'm all new to these forums, but so far it's quite promising and I see a lot of happy and optimistic people here! I've been making plenty of maps on the Source Engine and been messing around with Unreal, Unity and Cry Engine as well. I finally found a engine that reminds me of my number one favorite - the Source Engine, and therefore I ordered a copy of Leadwerks 3 almost immediatly. For a couple of years I've been developing a lot of server content with a couple of people I've met, and finally we have decided to push ourselves a bit and actually start on something big - therefore we are going to start on this project. We have only been brainstorming a bit, discussing engines, theme and atmosphere so far, and it really seems like we are going to head for the horror theme. The team (so far) is consisting of a story-writer, 1 modeler/2d artist, 1 coder who will be on and off the project (busy with Unity), and me as a mapper, and some people going on and off with the project, providing us with some help. If YOU don't have anything to do, and is simply messing around with this engine, feel free to send me a private message to join in on our project, or simply want to hear some information about it, either it be simply interest, or maybe because you would be interesting in developing with us. Once we've gotten a few screenshots together, I'll make sure to post it in the "showcase" category!
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