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Every time I run a test game, it defaults to 1280 x 720. I always have to select a new resolution. It would be great if Leadwerks would remember the last used resolution and default to that each time a test game is run until changed. Thanks.
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After building a probe, the lighting in the 3D viewport is different than in the test game - it seems harsher in the 3D viewport (see attached screen shot).
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Oh that was quick. Thank you!
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Caronte3D started following Start resolution & fullscreen?...
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Every time I compile and run, the resolution is 1280x720 and in windowed mode. Is possible to keep the selected resolution without enter each time on options?
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Box Light Stops Working After Move/Rotate
Monkey Frog Studio replied to Monkey Frog Studio's topic in Bug Reports
This appears to be happening when you tick Cast Shadows to False. Works fine if Cast Shadows is active. -
Josh started following How to play a model animation?
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Cast the entity to a model, and then call the Animate method: function MyScript:Start() local model = Model(self) if model ~= nil then model:Animate("walk") end end https://www.leadwerks.com/learn/Model_Animate?lang=lua
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Caronte3D started following How to play a model animation?
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If I have a Lua script (component) attached to an animated model, how can play one of these animations at start?
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I will sort this out...
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jmbm started following Migrating to Leadwerks on Steam
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How do I get the steam version? I bought Ultra Engine on this website but I can't figure out how to get the Steam Key :\
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I've run into an issue where the box light shows up in the 3D viewport, but doesn't in a test game. This often occurs after the box light has been placed and then, later, moved or rotated. So, if I create a box light and position initially, then run a test game, it shows up fine. But if I then move or rotate the box light, it fails to work in test game even though it continues to show correctly in the 3D viewport (see screen shot).
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Currently, after creating a prefab, there's no 'connection' to the original. What I mean is, I can make changes to the original models still in the scene and the prefab does not change to match. Why would this matter? Let's say that I create a prefab of a hall chunk that contains a floor, two walls, ceiling, model of a light, and a point light. I use this to create several hallways very quickly. Then, after testing, I realize the point lights are too bright or too dark. I can select the point light in the scene panel within the prefeb, but I cannot change it (i.e. the brightness of the light, the color, etc.). If I go back to the original (non-prefab), I can change that, but that only affects the original and not any of the prefabs. If the original from which the prefab was made could be stored and changed, affecting all prefabs, this would allow for quicker editing, I think.
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Max2000 joined the community
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Expand Spotlight Cone Angle to 170 Degrees
Monkey Frog Studio replied to Monkey Frog Studio's topic in Suggestion Box
I found I could do what I wanted with a few light boxes, but the shadow edge is very sharp compared to the point and spotlight. Thanks for the suggestion. Still, it would be nice, in some instances, to have the spotlight be able to go more than 90 degrees. -
Expand Spotlight Cone Angle to 170 Degrees
Monkey Frog Studio replied to Monkey Frog Studio's topic in Suggestion Box
I have and was getting unsatisfactory results. But I may have been doing something wrong. I'll experiment more with the box light to see ... -
archivenine joined the community
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Thirsty Panther started following Expand Spotlight Cone Angle to 170 Degrees
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Expand Spotlight Cone Angle to 170 Degrees
Thirsty Panther replied to Monkey Frog Studio's topic in Suggestion Box
Have you tried the Box Light? https://www.leadwerks.com/learn/CreateBoxLight?lang=cpp -
Averagebus joined the community
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Helf joined the community
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Monkey Frog Studio started following Expand Spotlight Cone Angle to 170 Degrees
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Currently, the 'Y' cone angle cannot be set any higher than 90 degrees. I suppose normally this would be fine. However, in another program, I can set the spotlight to 170 degrees and I find this beneficial in some cases. For example, when you have something that looks more like a rectangular fluorescent light on the ceiling, placing a point light beneath it doesn't really work because the bright points, especially on reflective surfaces, on walls, floor, and ceiling, look like it's from a point light. However, in another engine, I simulated the broader lighting of a fluorescent light by using a spotlight set to 170 degrees and placing it very near the 3D model of the fluorescent light box. The result was a fairly nice wash of light on walls and floor with none on the ceiling. Currently, with only 90 degrees, I get a wider spot on the floor and maybe the lower parts of the wall (depending on how wide the hall or room is) and this looks worse than a spotlight. Thanks for your consideration.
- Yesterday
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apothem64 joined the community
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SeriousRoman joined the community
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It would be a great organizational tool if we could create custom folders in which to place stuff in the Scene panel. For example, I could create a custom folder and name it 'Control Room'. Then I could place all objects in my scene (brushes, models, lights, probes, etc.) that are a part of the control room of that level in that one folder. This would not only allow for better organization but also make the scene panel more readable. Instead of a giant list under models, for example, there would be folders that the end-user has set up to organize where everything is.
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I'd like to see added the ability to lock brushes, models, lights, anything you place in a viewport. The idea is to make it so it cannot be selected/moved, etc. When designing a game in the editor, it gets busy in the viewports and it's very easy to attempt to select something and accidently select something else. Or you attempt to select something and you cannot because something is on top of what you want to select. Locked objects would not be selectable. For all intents-and-purposes, they would be 'invisible' to the cursor (even though visible in the viewport). This way, for example, you could lock all your brushes in a particular area and do a drag-select of all lights, etc. Locking and unlocking could be a tick box on the scene side panel when an object or objects are selected. Ticked to lock, unticked to unlock.
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Leadwerks freezes when trying to set Environment Variables Linux Proton
Josh replied to CountJJ's topic in Bug Reports
Thank you for the report. (First posts have to be manually approved to prevent the forum from getting flooded with spam.) -
I think I will probably end up getting rid of this requirement, and go back to using a Visual Studio property sheet where the path is stored. It's just easier not to have that information stored somewhere else.
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In the Leadwerks editor video list, selecting the "Lua Functions" video plays the Lua tables video instead.
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No worries. I'll find which export settings I need to get the scale correct for OBJ.
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rex, движок в библиотеке стима. если что будет как leadweks5
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Terrain grid in viewports can be distracting when lining up objects so ability to temporarily toggle display of terrain would be beneficial
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An example. I create a set of box brushes. I select the last box brush I created and add it to the top of the list above the others (right underneath the folder). I try once, it doesn’t move it. Try a second time and boom it crashes to desktop. Happens every time so definitely persistent bug
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Unable to face-select either end face of a cylinder. Only workaround is select the entire cylinder object then go on to face-edit mode, deselect all faces apart from the two end faces. Very small objects also have this issue. Creating a 1x1x128 box brush for example, neither end face can be selected directly.