Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. I've got the same settings. Also, inside the editor map and model inspectors, it's looks ok. The problem is if you place that model on a map and run the game It shows as the screenshot I posted.
  3. Today
  4. Works fine for me. Here are my hair material settings.
  5. For whatever reason, when I place a Player, rotate the player to face the direction I want, then add the FPSPlayer script, the camera for the player is facing the wrong direction when I run a test game. It doesn't seem to matter if I've rotated the player model before applying the FPSPlayer script or afterward. But the camera starts facing the direction the player model comes in (before being rotated). The above image shows the direction the player model is facing. The test game window shows the camera is facing the right-side wall.
  6. I'm trying to import a model that inside a project but I can't make it look ok when the game is running. the tricky thing is that in the viewport the model is looking ok. So i've tried to create a blank new project just to import the model, and still looks wrong while running the game. Looks like a issue with alpha transparency materials. I've attached and image of the problem and the project. Am I doing something wrong ? New Project0001.zip
  7. 5.0.1 final is now on default branch, beta branch is in sync.
  8. Yesterday
  9. I second this.
  10. I would like to suggest that the side panels be dockable to either the left or right side, that I could separate the Scene panel from the Project panel by placing them on opposite sides of the editor, if I wanted to. I'm currently running an ultrawide monitor for development and my screen resolution is 5120 x 1440. I have plenty of screen real estate. When working in Leadwerk's editor, I find that I am fairly frequently selecting an object in the viewport, then clicking on Scene in order to access the object's properties, attach a script, etc. If I could move the Scene or Project panel so they were on opposite sides of the editor, then the Scene panel could be open at all times. This would remove a click and allow the end-user instant access to selected object's properties, etc.
      • 1
      • Like
  11. A “delete” button can be added when right-clicking on assets. g
  12. 2 downloads

    This scene demonstrates how to enable seamless tessellated surfaces with displacement, for detailed surfaces like stone and brick.
  13. Last week
  14. I vote to force them to be lower case to prevent future user errors.
  15. I have to make a decision. Either tags should be case-sensitive or they should always be converted to lower-case, in which case entity->tags will only contain lower-cased tags, and not any original capitalization that was used. Which do you prefer?
  16. There is a bug in the tag handling. I guess I can't decide if it should convert to lower case or not. In the meantime, if you use "enemy" for the tag it will work.
  17. 5.0.1 beta I recompiled the current build, with the version marked 5.0.1. It's on the beta branch and it will go onto default tomorrow. This will be the stable build that goes out right before tournament time.
  18. The mesh class has a GetMaterial and SetMaterial command.
  19. local pick_info = world:Pick(p1, p0, 0, true) if pick_info.entity then pick_info.entity:AddTag("Enemy") -- The entity already have a tag (from editor) but try it for testing... Print("Enemy: "..pick_info.entity.name) -- This is ok and shows the name Print(pick_info.entity:HasTag("Enemy")) -- This is always false end It's a bug or... what I'm doing wrong?
  20. I've been watching Leadwerks 5(ultra engine for a while now and found the video tutorials somewhat helpful but still don't feel comfortable to jump in and start a small project to learn the engine from a some what beginner level. my coding experience is from App game kit studio which uses a "Basic" coding style which felt more like component coding 3d, 2d, file, etc.. the rendering more or less handled by the core engine to avoid miss understanding how 2d/3d would overlap. I attempted adding GUI to the fps example in ultra engine before the migrations the leadwerks 5 name(so glad you return to this name btw) but i could not understand the rendering of GUI over 3d. Also could not find explanation on how the GUI in leadwerks can work within a 3d environment. I did try for a long 4hour session using AI to help me structure adding Gui to the FPS example. i attempted to add a crosshair in the middle of the screen using the interface commands but kept getting failure to render the crosshair or getting issues like the gun dispersing or getting culled. for the most part i think the AI was getting confused with older learkwerks code as there is not much for the Ai to learn from for leadwerks 5. I wonder if a complete command list that the AI could read might help with that later on( i tried using the help file on your website but the AI could not access it? or understand it) Suggestion That may help me and others for 2d Game GUi/interface: My thought for a Tutorial suggestion is game Gui in a working 3d example including things like hp, ammo or similar basic stuff but main focus explaining the work flow to create such Gui within a 3d environment and perhaps a menu system without the 3d scene. How i would envision the tutorial or perhaps multiple tutorials linked together on the same subject Example of a 2 part Gui Structuring including: Start Menu for project and 3d scene or game with Gui Explanation on how to transition between menus and 3d scene, perhaps a in 3d scene toggle menu like a Escape key to bring up a option menu overlay in scene. A pause game while in menu example would be a nice extra if easily possible. Explanation on how the 2d aspects of the engine render in relation to 3d and including a explanation on the deference's without a 3d scene(if require as i don't understand how they relate/work with each other myself) I believe this may help a lot of beginners in the sense of being overwhelmed in getting started with Leadwerks. I felt the same way when the first version of leadwerks was released. I only got as far as placing my own models in the editor as the coding side of things was hard to understand how to create a workflow and structure a basic project without having rendering issues between 2d aspects and 3d. I felt like the commands were explained but not the engine as a whole, no clear vision on how to structure code/scenes in a way that does not cause conflict on how the engine functions/renders components. The new Fps example is great as a demo but i feel the structure of how it works is complicated which leaves me having no idea of how any of it works. As a beginner i think there would benefits to a more component structure to this example, meaning less code integrated with the rest of the code which makes changing anything resulting in errors as we have not written the code our self's. I understand functions and see parts of what i would like to tinker with to try learn the engine but found that the function seem to be heavily reliant on other code to work resulting in being hard to peice the puzzle together when you have no understanding of the engine.(sorry if this seemed repeating myself, I'm hoping you can make sense of what I'm trying to convey) As a side note i believe for a previous communication there was no plan to add basic 2d commands for images or a sprite system but i would like to add this as a question in relation to how you envision 2d interfaces for projects. Question: Would there be a future plan for basic Image manipulation commands? or a basic sprite like image system for game overlays/menus? I would like to thank you you for reading my kinda lengthy suggestion to help beginners here, i absolutely love the potential of this engine and hope one day i can understand it enough to create a game with it in the future.
      • 1
      • Like
  21. Thanks Josh, that explanation helps to understand the internal structure. What I’ve confirmed so far: If a model (or mesh) uses only one material, GetMaterial() and SetMaterial() work as expected and the material can be fully replaced. However, if the same mesh uses multiple materials (multiple material slots), Lua does not provide a way to replace a single material slot. In that case, SetMaterial() affects the entire model and individual materials cannot be swapped — only modified (e.g. emission, color). So replacing the eye material entirely is only possible when the eyes are exported as a separate child model, or when the model uses a single material. Please let me know if I’m missing something on the Lua side — happy to learn My model LOD1 —> mesh1 body :material |—> mesh1 eye: material
  22. https://www.leadwerks.com/learn/Model?lang=lua https://www.leadwerks.com/learn/Lod?lang=lua mesh1 = model.lods[1],meshes[1] mesh2 = model.lods[1],meshes[2]
  23. Hallo, If I have a skeletal model with one mesh but two materials, how can I access the second material? The second material is used for the eyes. At game start the eyes should be dead (no emission) and only start glowing after activation. If the eyes were a child entity, this would be easy. But what is the correct way when there is only one mesh?
  24. Josh

    Flag Shader

    I plan on adding some preset vertex animation effects in 5.1. The easiest thing to do is just wait and it will be a setting in the material properties.
  25. 5.0.2 beta Adjusted the behavior of search and replace fields in script editor. Adjusted behavior of search field in project tab. Wildcards are no longer used, it just does a simple lower-case find/match for the search term.
  26. One really simple thing you can do is call camera->Sync() after the player update code. This will disable interpolation on the camera entity.
  27. It sounds like your hardware is producing different results, maybe based on power consumption or heat? Is this a laptop of a desktop? Maybe some kind of power throttling is occuring. If you have vertical sync enabled, then the framerate will just be limited to your screen refresh rate, so as long as you're that fast, there won't be any variation.
  28. Okay, I understand, but to avoid creating new threads, I'll ask this question in this thread: Every time, when i run my project in leadwerks game editor, I get different FPS (I got less of 10 to 15 FPS sometimes). Every time same map, same player and camera location and rotation on map, but different fps. Why is this happening? This is very annoying!
  1. Load more activity
×
×
  • Create New...