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  1. Past hour
  2. Yeah, it works, thanks. I think i manually had to delete that from the image, I assumed that after exporting it from Blender it would keep the texture data same as it was in it, and I was expecting it to work right away.
  3. Today
  4. As has been mentioned you have no transparency in your png file. Try this one.
  5. It will still generate a json file like so. { "autogenerated": true, "component": { "inputs": {} , "outputs": {} , "properties": {} } }
  6. You can control which ones get exposed with the comments you add: https://www.leadwerks.com/learn/components
  7. Not all components are used it in the Editor. Some of them only via game code.
  8. If the JSON file contains the value "autogenerated" and it is set to true, the editor will automatically update and overwrite these files whenever the code file changes. You can remove this value or set it to false, but the auto-generation of the component properties will no longer work. The editor loads the properties the component uses from the JSON files.
  9. The exported FBX file does not seem to have any transparency: I don't even see any transparency in Blender, but I don't know this program very well:
  10. Texture in archive have no alpha (every pixel is not transparent and looks black at edges)
  11. I am trying to get a model from Blender into the editor but transparency doesn't work. I am expecting it to be same as in the image uploaded. I also uploaded the model file, and a .blend with a texture as well. trashpile_model.zip
  12. Same, auto gen is just making extra files that i don't need and messes my files sometimes
  13. I'm noticing that the editor will take the liberty and clear json files on the stock components as they don't have their variables commented. The editor has made me have to redo a few scripts. I was under the impression that the editor would leave these alone if autogenerated was false or not defined. I'd like to be able to turn this off if possible.
  14. Thank You. Got my skybox pipeline sorted now.
  15. Yesterday
  16. 0.9.9 Added more tutorial videos to the Steam build.
  17. Thank you and welcome. I think this tutorial series will be very helpful to you: https://www.leadwerks.com/learn/crashcourse
  18. 1 download

    This contains two sample scenes that go along with the entity components and flowgraph tutorial.
  19. BTW bought the engine via Steam just now and decide to start learning Lua. I was looking at beginner's guides..... gave me the final push excited to be on board
  20. Select the Scripting > Utitlities > Hdri to PBR menu item and follow the prompts.
  21. Josh, could you please add the hand icon back, like it was in Leadwerks 4? When the player is in front of a push button, they know they have to press it.
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  22. How do I go about importing my own HDRI image into Leadwerks 5 ( Ultra Engine)? This thread has numerous options from using websites to code snippets. Leadwerks itself has some utilities such as "cubemap to PBR" and "HDRI to PBR" can these be used to make an environment map?
  23. It's working now. The server's IP address accidentally got blocked.
  24. Last week
  25. How is it not working? What happens when you try to download something? Is there one specific item that does not download?
  26. 5.0.0 Search results in scene tab use correct sized icons now. Fixed bug where scene node could show up in search list. Only standalone build updated, dev branch only.
  27. I just noticed that the download isn't working in the Ultra Engine. I've already logged out and logged back in.
  28. Works, thanks Josh
  29. 5.0.0 Fixed Lua scripts not auto-generating flowgraph inputs / outputs. Only standalone build updated, dev branch only.
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