Jump to content

Search the Community

Showing results for tags 'windows'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Blogs

  • Development Blog
  • Canardian's Blog
  • Beyond Civilization Blog Ext
  • Tyler's Blog
  • macklebee's Blog
  • B-Byrnes' Blog
  • Marleys Ghost's Blog
  • omid3098's Blog
  • Richardsimpo123456's Blog
  • DJDD's Blog
  • Rick's Blog
  • --
  • xtreampb's Blog
  • Economically Disadvantaged
  • klepto2's Blog
  • Old Blog
  • Chris Paulson's Blog
  • Davaris' Blog
  • nil
  • Rekindled Phoenix's Blog
  • Flexman's Blog
  • Kattemaksu Online
  • Marcousik's Creations Blog
  • EVE LBS Studio
  • Rendering puzzles
  • Screen Size Utility
  • Niosop's Blog
  • 1299 RTS Game Project
  • Blitzbat's Blog
  • gordonramp's Blog
  • Andy Gilbert's Blog
  • Marcus' Blog
  • JornAggror Blog
  • diedir's Blog
  • wayneg's Blog
  • Masterxilo's Blog
  • Dave Lee's Blog
  • peubuy's blog
  • OD Arts -Leadwerks Blog
  • The progression......
  • Ultra Software Company Blog
  • The Progression
  • Pancake's Blog
  • Test Blog
  • BLaBZ Blog
  • Pure³d's Blog
  • dreamhead Blog
  • RVL's Blog
  • DB's Blog
  • Toxin Games Development Blog
  • CombatHelo Blog (RSS Import)
  • Foolish's Blog
  • ZioRed's Corner
  • Toxin Games Twitter
  • Shard - Third Initiative
  • Shard's Blog
  • Soamp's Blog
  • Soamp's Blog
  • Laurens' Blog
  • JT`s warehouse district
  • Kennar's Blog
  • KiteFuchs' Blog
  • KiteFuchs' Blog
  • Rachel's Dev-Blog
  • Eagle's Blog
  • zaphos' Blog
  • please delete this blog
  • Afke's Blog
  • Richard Simpson
  • knowledgegranted's Blog
  • EdzUp(GD)'s Blog
  • aGameLife's Kelasel MMORPG Blog
  • tournamentdan's Blog
  • Beyond Civilization Blog
  • smashthewindow
  • AnniXa's Blog
  • AnniXa's Blog
  • Elemental Development
  • DigitalHax Blog
  • Aria's Blog
  • Strogg76's Blog
  • Clackdor's Blog
  • Leadwerks Project Status
  • simpleprogrammer's Blog
  • Pathfinding in LE.2.x
  • Naughty Alien's Blog
  • smashthewindow's Blog
  • Ali Salehi's Blog
  • Jardar's Blog
  • Chris Vossen's Development Blog
  • Scarlet Thread Studios' Blog
  • Kronos' Blog
  • Benton's Blog
  • ChrisV's Blog
  • tjheldna's Blog
  • shadmar's Blog
  • 3D Masons, LLC
  • Andy Gilbert's Enviro Models
  • ParaToxic's Blog
  • NarkLord's Blog
  • ChrisMAN's Blog
  • ChrisMAN's Blog
  • CGMan's Blog
  • The Game
  • Chris Tutorials
  • Leadwerks 3 Experience
  • An Alien Saga
  • klepto2 & Leadwerks 3
  • Inside the mind of eternal insomniac
  • josk's Blog
  • Shader Development in Leadwerks 3.1
  • 3D Coat : Column game making of
  • Einlander's Blog
  • Ginger George's Blog
  • I have a problem
  • Michael_J's Blog
  • nasamydifol's Blog
  • Digman's Blog
  • noesisGUI
  • SavageDogg38's Blog
  • Built from Ruins
  • Remaining Days
  • test_external_blog
  • The Hunt For Food Blog
  • Crazy Minnow Studio
  • CrazyMinnowStudio
  • Guppy's Blog
  • Playing Online
  • Evayr's Blog
  • DerRidda's Blog
  • Karl's Blog
  • whiterabbit's Blog
  • Tinyboss Games
  • abendkleider's Blog
  • sacguccireplica's Blog
  • Arena
  • Imchasinyou's Blog
  • xtom's Blog
  • Lua is better than you think.
  • mdgunn's Blog
  • Crime Closer
  • lxFirebal69xl's Blog
  • Wedmer's Blog
  • Lockdown, going forward.
  • Pump-Action Captain
  • Igor's Blog
  • Dead Anyway
  • Runenrise and more
  • reepblue's Blog
  • Slippy's Corner
  • LUA Musings
  • severjack's Blog
  • mikeporter's Blog
  • miko93's Blog
  • Megalocerous' Blog
  • lxFirebal69xl's Blog
  • aiaf's Blog
  • Lostghbear's Blog
  • echo $BLOG_NAME > blog_title.tmpl
  • johnadam111's Blog
  • Dwarf Beard
  • burgelkat's Blog
  • Charrua's Blog
  • peterpaul's Blog
  • joshmathews' Blog
  • Martin Kearl's Blog
  • Brutile's blog
  • tipforeveryone's Blog
  • Glushchenko Blog
  • Express Lab Games Blog
  • Blueapples' Blog
  • DooMAGE's Blog
  • Structura devblog
  • UltraEngine - Experiences, add-ons and other Stuff
  • martyj's Blog
  • Dragonfreak's Blog
  • Brutile's Blog
  • assigmenthelp
  • Case Study Assignment Help
  • How to deal with bad grade ?
  • How to deal with bad grade ?
  • GameDev Blog
  • devcjohnson's Blog
  • devcjohnson's Blog
  • THE WHAT? Blog
  • The Demurian Scribe
  • GUI Editor
  • GUI Tutorial
  • noob_shaders
  • The Seventh World
  • Phodex Games Blog
  • Leadwerks VS Source 2
  • Work in Progress - Scifi PBR Media
  • [C++] First Player game start
  • The Blog of Yue
  • Snowboarding Development Blog
  • Ocean: Rendering in Leadwerks 4
  • Game Ready Maps
  • Ultra App Kit (Advanced Custom Widgets)
  • Poking around
  • SALVATIONLAND
  • Blender tutorials
  • Usefull Scripts & Components
  • Thirsty Panther
  • Direct Macro

Forums

  • Software
    • General Discussion
    • Programming
    • Game Artwork
    • Showcase
    • Suggestion Box
    • Bug Reports
  • Addons
    • Extensions & Plugins
    • Components
    • Addon Development
  • Platforms
    • Windows
    • Linux
    • macOS

Categories

  • Tutorials
  • Games
  • Work in Progress

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Location

  1. 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!
  2. Hi guys! I couldn’t find any class in Leadwerks 3 that applies to LoD so I created my own. I may have been loading the models incorrectly, but the game froze whilst doing so. Have I missed something or should I use threading for this? Also, on this note: will LoD be implemented in Leadwerks 3 any time soon? Oh, also, I created a terrain and loaded it into a map scene via the editor. My little character falls through it. How do I got about setting it up properly as a collision mesh? Again, I’m probably missing something silly so please excuse me if I am! Thanks guys!
  3. Hello again guys! I just placed a jpeg texture into my Leadwerks project for a terrain I’m wishing to test out, to which Leadwerks answered by automatically converting it, of course – sweet! However, the *.tex file is 262MB but the original is only 5.6MB. In the game I’m currently developing, I wish to have many large maps for the player to explore. So, is there anything I could do to decrease the converted file size? The original is a 36 megapixel image (6000px X 6000px). I suppose I’ll get a fair few comments, like: “What the... Why are you using such a large texture?” I agree, it’s very large, but I wanted to keep the finer details of the texture intact for close-ups. Plus, the jpeg image was very small, taking up less than 6MB of disk space – I had no idea it would take up nearly 47 times the disk space once converted! I’ll do some experimenting with texture sizes and such. Once all the nature and shrubbery is in place I might be able to get away with much smaller texture sizes for my terrains. For now, I was just wondering if there’s a way to keep the resolution but at a much smaller file size once converted. I highly doubt it, but someone may have discovered some tricks. You never know! Thanks all!
  4. Hello all! I'm a first-time user and was wondering, and hoping, if anyone could suggest how I could get up to speed with Leadwerks 3, considering most of the tutorials I've seen and read concern LE2 (the API has changed quite a bit since then, of course). The main things I wish to learn at the moment are how to properly implement post-processing effects, like: bloom, 'god rays', DoF, fog, etc, as well as collision detection and water. I'm also having some difficulties enabling dynamic shadows (this could be due to using the trial version - I don't know what the limitations are for the trial). I'm aware that LE3 is still under some development at the moment, so this could be another factor hindering progression. I'm using C++ to program with. I've tried downloading some games created with Lua and translating some of the scripts into C++, but, of course, it's easier said than done when you're using a new software and API. At the moment, I'd feel more comfortable continuing to use C++, but if enough of you suggest I use Lua, and with good reason, I'll definitely consider doing so! I’d love to get my prototype game finished before my 30-day trial is over and see what I can achieve with Leadwerks, but I’m still stuck on some of the basics and have 12 days left of the trial period! I didn’t want to start posting help questions in the forum, as I understand newbies can be a pain in the backside at times, but desperate times call for desperate measures! Any help, suggestions and tips will be greatly appreciated!
  5. Hello again fellow developers. I've been busy with trying to set up the first test-level for our game, which is a small house that I've build using only BSP. The house also includes a grandfather clock model, but I couldn't get light to render onto the model. So my first step was to render the lights manually using the 'calculate light' button, but all it does is say "Lighting rendered in 21 millseconds" (the number of milliseconds varies from 20 to 24) and the load-bar never actually progresses. Even when I turn all the resolution on low, the result is the same; just an empty loadbar with the same text that never progresses. I wonder if this is some kind of bug, and if it is I would like to know if there is some kind of way around this. For your convenience, I added a screenshot to demonstrate the problem. I would love to know how to deal with this problem, because I'm kinda stuck with it right now.
  6. Hi, I see that imported fbx model can cast shadow on planes and boxes which I can create in embedded editor. But, when I am trying to cast shadow from any object ON fbx model, I get nothing. Can I fix this anyhow ? I can only import fbx models of my level. Blender is the program I use for creating. Hereby attached the project so you can see problem by yourself. Thank you for the answer.
  7. Hello there, I recently purchased Leadwerks 3 and I'm quite happy with it. However, I use Wings 3D myself to create and export static 3D models and I noticed that there is not a single file supported by Leadwerks to which Wings 3D can convert. There seems to be an option to import .OBJ files, but this didn't do anything for me (except it froze Leadwerks once). Is there any easy way to export a 3DS or OBJ file to a file that Leadwerks supports? I noticed that Leadwerks 3 supports FBX and GMF, but again these files are not supported by Wings and I can't find any exporters for it. I would appreciate it if somebody could help me out. I know the majority of people use high-end software such as 3DS Max, but for static models a light-weight program like Wings is more ideal for me and I'm more familiar with it. Greetings,
  8. Hello everybody, I'm trying out the trial version of Leadwerks 3 to see if it suits my needs. The game I want to develop has a team of four people, so I would like to be able to share projects over Skype to keep eachother up to date. We tried the project manager option, but we found that after I unpacked the folder that my partner created with his Leadwerks 3 trial into my Leadwerks >> Projects folder, the project manager would not recognize it. We tried searching for a sollution to this, but we couldn't find any. Since teamwork is very crucial for our project, I would like to know the most efficient method of sharing our project using Leadwerks. I will be waiting for your reply!
  9. I have the old version of 3D World Studio Standard Editon v5.52 and tried your latest version v5.6 they both gave me a strange Error that I have not ever encountered before so here's the info OS: Workstation, SP1 CPU: AuthenticAMD, AMD AMD FX-8350 Eight-Core Processor , MMX @ 4020 MHz Module name: C:\Program Files (x86)\3D World Studio\3DWorldStudio.exe Application data: VmVyc2lvbjogV2pKR0lsUnNkbWhoSlZWeWNtTmhaMVFsS2xFK0pUayt VQ0V1QXdWVUlqNGlNWEJuZW45d05DVWpPQ1FoTjFwOWJYaEhOanRBVm 5OdWRXdC9QMVJNU1U5VmZ3dz0NCkltYWdlQmFzZTogMTAwMDAwMDANC kVpcDogM0M1RkM0DQpFYXg6IDANCkVjeDogMQ0KRWR4OiAwDQpFYng6 IDI1MDA1MUMNCkVzaTogMjU4MTExOA0KRWRpOiAyNTgxMTE4DQpFYnA 6IDE4RkVBNA0KRXNwOiAxOEZFNzANCkVycm9yQ29kZTogDQo4OSwzNC w4MixGRiw0MywxQyw1RSw1QixDMyw4RCw0MCwwLEI5LDEsMCwwLDAsR TgsMiwwLDAsMCxDMyw5MCw1Myw1Niw1Nyw4QixGOSw4QixGMiw4QixE OCw4NSxGRiw3RSw0Miw4NSxGNiw3Qyw1LDNCLDczLDFDLDdDLEEsNjg sMzgsNjAsM0MsMCwwLi4uDQpDb2RlID0gWzIyOF0NCi0gMA0KLSAwDQ otIDANCi0gMQ0KLSAwDQotIFtdDQo+IEM6XFByb2dyYW0gRmlsZXMgK Hg4NilcM0QgV29ybGQgU3R1ZGlvXDNEV29ybGRTdHVkaW8uZXhlDQo+ IEM6XFdpbmRvd3NcU3lzV09XNjRcbnRkbGwuZGxsDQo+IEM6XFdpbmR vd3Ncc3lzd293NjRca2VybmVsMzIuZGxsDQo+IEM6XFdpbmRvd3Ncc3 lzd293NjRcS0VSTkVMQkFTRS5kbGwNCj4gQzpcV2luZG93c1xzeXN3b 3c2NFx1c2VyMzIuZGxsDQo+IEM6XFdpbmRvd3Ncc3lzd293NjRcR0RJ MzIuZGxsDQo+IEM6XFdpbmRvd3Ncc3lzd293NjRcTFBLLmRsbA0KPiB DOlxXaW5kb3dzXHN5c3dvdzY0XFVTUDEwLmRsbA0KPiBDOlxXaW5kb3 dzXHN5c3dvdzY0XG1zdmNydC5kbGwNCj4gQzpcV2luZG93c1xzeXN3b 3c2NFxBRFZBUEkzMi5kbGwNCj4gQzpcV2luZG93c1xTeXNXT1c2NFxz ZWNob3N0LmRsbA0KPiBDOlxXaW5kb3dzXHN5c3dvdzY0XFJQQ1JUNC5 kbGwNCj4gQzpcV2luZG93c1xzeXN3b3c2NFxTc3BpQ2xpLmRsbA0KPi BDOlxXaW5kb3dzXHN5c3dvdzY0XENSWVBUQkFTRS5kbGwNCj4gQzpcV 2luZG93c1xzeXN0ZW0zMlxvcGVuZ2wzMi5kbGwNCj4gQzpcV2luZG93 c1xzeXN0ZW0zMlxHTFUzMi5kbGwNCj4gQzpcV2luZG93c1xzeXN0ZW0 zMlxERFJBVy5kbGwNCj4gQzpcV2luZG93c1xzeXN0ZW0zMlxEQ0lNQU 4zMi5kbGwNCj4gQzpcV2luZG93c1xzeXN3b3c2NFxTRVRVUEFQSS5kb GwNCj4gQzpcV2luZG93c1xzeXN3b3c2NFxDRkdNR1IzMi5kbGwNCj4g QzpcV2luZG93c1xzeXN3b3c2NFxPTEVBVVQzMi5kbGwNCj4gQzpcV2l uZG93c1xzeXN3b3c2NFxvbGUzMi5kbGwNCj4gQzpcV2luZG93c1xzeX N3b3c2NFxERVZPQkouZGxsDQo+IEM6XFdpbmRvd3Ncc3lzdGVtMzJcZ HdtYXBpLmRsbA0KPiBDOlxXaW5kb3dzXHN5c3RlbTMyXHdzb2NrMzIu ZGxsDQo+IEM6XFdpbmRvd3Ncc3lzd293NjRcV1MyXzMyLmRsbA0KPiB DOlxXaW5kb3dzXHN5c3dvdzY0XE5TSS5kbGwNCj4gQzpcV2luZG93c1 xzeXN0ZW0zMlx3aW5tbS5kbGwNCj4gQzpcV2luZG93c1xXaW5TeFNce Dg2X21pY3Jvc29mdC53aW5kb3dzLmNvbW1vbi1jb250cm9sc182NTk1 YjY0MTQ0Y2NmMWRmXzYuMC43NjAxLjE3NTE0X25vbmVfNDFlNjk3NWU yYmQ2ZjJiMlxjb21jdGwzMi5kbGwNCj4gQzpcV2luZG93c1xzeXN3b3 c2NFxTSExXQVBJLmRsbA0KPiBDOlxXaW5kb3dzXHN5c3dvdzY0XGNvb WRsZzMyLmRsbA0KPiBDOlxXaW5kb3dzXHN5c3dvdzY0XFNIRUxMMzIu ZGxsDQo+IEM6XFdpbmRvd3Ncc3lzdGVtMzJcbXNhY20zMi5kbGwNCj4 gQzpcV2luZG93c1xzeXN0ZW0zMlxJTU0zMi5ETEwNCj4gQzpcV2luZG 93c1xzeXN3b3c2NFxNU0NURi5kbGwNCj4gQzpcUHJvZ3JhbSBGaWxlc 1xQcmlvXHByaW8zMi5kbGwNCg0KTyZLIFNvZnR3YXJlDQpQcmlvIFBy b2Nlc3MgQ29udHJvbA0KMi4wLjAuMjk2MA0KcHJpbw0KQ29weXJpZ2h 0IChjKSAyMDA1LTIwMDkgTyZLIFNvZnR3YXJlDQoyLjAuMC4yOTYwDQ pQcmlvDQoNCj4gQzpcV2luZG93c1xzeXN0ZW0zMlx2ZXJzaW9uLmRsb A0KPiBDOlxXaW5kb3dzXHN5c3RlbTMyXFV4VGhlbWUuZGxs I thought it was the VMware Workstation program So I turned that off and it still gave me this error
  10. Hello! I just modeled wooden log model for my project. Problem is that when i add my texture, it crashes in any leadwerks application with "Memory access violation". It has been working, but now when i have had little bit of break and started modeling again, i can't get texture working. I think i miss something here. But anyways i here is all model files attached to this post. Log model.zip
  11. Hello everyone! I have to ask if someone knows solution to my problems with vehicle wheels. First of all picture: First problem is that why my vehicles wheels are going through terrain? And how it can be fixed? Second one is, while vehicle is moving wheels are not keeping their location. I am not meaning springs, but wheels are also moving in x and z axis when vehicle is moving.
  12. Hello! Long time no posting. Ok i faced new problem with my project and i tried everything to go around it but no... :/ I am trying to clear everything from memory and load new level. I know it's not best way, but everything else has failed. Problem is that when game loads second time after i cleared everything it crashes when creating new body and setting mass to it. To clear everything i have been using this "freeFramework(fw)". (Also tried to freeworld(), clearworld()) But always that body variable has been hanging around. What is best way to change level? (I am using LE2 with Blitzmax)
  13. What's the correct way to handle GetKeyValue() & SetKeyValue() in Lua now, so I can make custom keys?
  14. I updated Leadwerks 3 this morning, created a new C++ project, opened it in VS 2010 Express and upon running it just crashes with the error ; Unhandled exception at 0x00e4e9c4 in MyProject.debug.exe: 0xC0000005: Access violation reading location 0x00000024. So I commented out all of the camera movement code to see where I'd end up, and I got a new error ; A buffer overrun has occurred in MyProject.debug.exe which has corrupted the program's internal state. Press Break to debug the program or Continue to terminate the program. For more details please see Help topic 'How to debug Buffer Overrun Issues'. Any Ideas?
  15. Hello, After adding trees over the terrain surface and a water plane I tried to get reflections of trees that are near the edge of the water plane or are planted half-submerged in the water plane by going to ( In the editor ) Tools => Options => Configuration and then setting the value of Reflection to : "Everything" But unfortunately the reflection of trees ( the leaves and the branches ) fail to show up on the water plane surface. Ironically the same steps worked for me when I was testing the engine using Leadwerks 2.5 trial version before purchase ! So what am I missing here ? What is the correct procedure to get reflections of any object whether static or animated ( barrels, trees, houses, animated character - people etc. ) on the surface of the water plane ? Thanks,
  16. Is it possible in Leadwerks to create a complete 3d world, what i mean it`s not a flat world with trees and hills but for example 3d space game with asteroids?
  17. Hi. I am trying to control camera FOV using two keys in Lua (to increase and decrese) but I cant access to main Camera FOV. I have a CameraManager node in the scene and the code is something like this: require("Scripts/class") require("Scripts/constants/keycodes") require("Scripts/hooks") local class=CreateClass(...) function class:CreateObject(model) function object:DHook() if KeyDown(KEY_U)==1 then CameraZoom(45.0) -- or what? how should I use CameraZoom? end end AddHook("Flip" , object.DHook ) function object:Free() RemoveHook("Flip" , object.DHook ) self.super:Free() end end there were CameraZoom(cam,value) in the forum but I dont know what is cam or how I can create that to use Camera zoom. actually tried cam=fw.main.camera but that is for framework I think. I did not write other parts of this code and also I don't have access to our programmer. and I'm not dump thanks before
  18. I've been attempting to re import by hand GMF Models via the editor. When i click on file, import i navigat to the folder containing the models i want to import. When I once there my models don't appear in the view. Also i noticed that GMF isn't a supported type to open in the browser. However i can manually type the model file name and that imports it
  19. When attempting to generate a shape for some of my models. it generates what i think is a corrupt shape. I go to the model in the asset browser of the editor and right click on the models i want to generate a shape for. I right click and select generate Shape. The phy file is then generated. I drag the model to the editor to create an instance of the model and in the physics tab i click the browse button and open the shape. once i click on okay this error appears: EXCEPTION_ACCESS_VIOLATION I click on OK and Leadwerks closes. I've tried removing the phy files and regenerating and same result. I tried to click on Convex decomposition and says that it can't load the hull tool. I searched the path and Hull.exe isn't there. Only polymesh currently generated a stable phy file. I've used this process with other models, IDK why this isn't working with this one now. If this needs to be moved to the general forum then that is fine.
  20. So I just did a fresh install of leadwerks (never been on my comp b4 as this is a new build) and it says it is all updated (did a second and third go just to be sure). The bug comes in to when i try to run the editor, it says that OpenAL isn't installed. I know other ways of getting it i think but, i feel as though i shouldn't have to go those routes. Everything i need for it to run should be installed via the updater.
  21. Hi When compiling a new C++ project created from the Leadwerks 3.0 Editor I get a message that the leadwerks.h file tries to include dirent.win32.h which it cannot find. Searching for this file confirmes that I do not have it installed. Changing the entry #include "dirent.win32.h" on line 190 in the leadwerks.h header file to #include "extra\dirent.h" which I presume does the same works ok but is this the proper way to solve this or should I install/refer to other components that the LE 3 engine depends on ? Regards Eirik
  22. Here are some Hybrid shaders if anyone wants to give it a spin, they support, both lightmaps and dynamic lights, they are not perfect, but feel free to experiment. (not for mobile) Material lightmode : static Material texture layout shoud be like this : you only need the ones for the shader selected, like diffuse+specular.shader only use 0 and 2.. and so on... 0=diffuse 1=normalmap 2=specular map 3=(default lightmap found in Common) 4=envmap (needs to be a cubemap created in the editor) 5=glowmap Fog They also support fog.. but.. It requires you to send color and density values (or you can hardcode it in shader). it's a vec4(float r, float g, float b, float density) So the quick way would be to set it directly in shader : fog = vec4(1.0,1.0,1.0,0.035); //somewhere in void main() But the correct way is to send it as an uniform through the application using shader:SetVec4(..) They will also work with a Gile a lightmap using the second UV channel, just assign the lightmap to texture3 in material. HybridShaders.zip
  23. what would I get for my 199 dollars please give details I ask this question before the reply was a level editor that like saying if I purchased a computer and ask what do get and reply was a computer that tells me nothing details
  24. In follow up to Andy, I also want to do a little blog on my experience with Leadwerks 3 so far. The first week after purchasing I didn't have much time to spend on it. Luckily after that week, there was quite some time left for the start of a new adventure. Lua In contrary to Leadwerks 2.3, I now want to lay most of my focus on C++. That is kind of Ironic, since a lot more people are interested in Lua now that Leadwerks 3 has arrived. It is not that surprising since the advantages of using Lua have improved quite a lot. Ofcourse we have debugging and stepping through Lua scripts which is a huge gain. And the other thing is the flowgraph editor. Rick has provided me an extra motivation boost to try out the flowgraph editor, with his cool scripts. (Of which the volume trigger is my personal favorite ). I tried to create a little script myself and within minutes, real simple gameplay interaction was set up.(Gravity activator) Something that was a lot harder to do with Leadwerks 2.3. C++ and Shaders For my own portfolio and skill set I started with C++ and the LE3 API. Just like with LE2, the API is very easy to use. Chris and Josh have done an excellent job on describing commands for both C++ and Lua. Pretty much every command comes with a working example. In the future I also hope to learn more about shaders. Shadmar has allready created severall of them, which you should check out. Tutorials A good way to teach yourself something, is to try teaching it to others. Thats the motto I have been going with since I have started creating tutorials for Leadwerks 2.3. The road is wide open again with the arrival of Leadwerks 3. The first 5 video tutorials for using C++ with LE3 are uploaded on youtube and more are on their way. Eventually I hope to reach a point were we will create a game that uses a combination of C++ and Lua. For a complete overview of tutorials, have a look here: http://www.leadwerks...-lua-tutorials/ Future updates There are plenty of things that can be improved with Leadwerks 3. Thats a fact. I am not talking about the deferred rendering with dynamic shadows. It is really the little things that count. I am more than confident that these issues will be dealt with in the near future. As soon as Josh is back from the GDC, there will probably be updates every other day. For now, I am really happy with my purchase of Leadwerks 3. I am looking forward to all the cool stuff that this community is going to create. Jorn
  25. can any one help I am a beginner to fps I need some tutorials to help with putting a weapon in well I need help with all of it
×
×
  • Create New...