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  1. Today
  2. Well... not the same exactly, but mixed things (copy paste issues ) https://www.leadwerks.com/learn/CreateCapsuleCollider?lang=cpp https://www.leadwerks.com/learn/CreateCylinderCollider?lang=cpp
  3. Title says all (about an animated model)
  4. CountAnimationFrames gives error 404: https://www.leadwerks.com/learn/CountAnimationFrames?lang=lua
  5. Link for reference: https://www.leadwerks.com/learn/mapbrowser?lang=lua When reading through this section of the manual I encounter the Environment Properties section. When you select the root scene node, the Properties panel showcases the environment properties... Only the panel does not display when I click on the root node for the map (is this the same as scene?). I am guessing that these settings have been moved to the World Settings (first gear icon on toolbar, or Edit -> World Settings). These (World Settings) seem to imply they would be set for the entire game rather than just a scene/map? EDIT: I noticed a button name change from the documentation as well, the last section "Adding Components" says the button to push to add new functionality is "Add Component", now it seems to be "Select Script" (at least for my lua project).
  6. This is the layered image for the current banner. Might be useful to someone in the future. The background was generated / created by @Yue launchparty.zip
  7. The way it's set up in the sample project, the editor passes a command-line switch to the game called devmode. When this is encountered, the game automatically launched into a 1280x720 window (multiplied by the Windows DPI scaling value). The idea here is that if you are launching from the editor, you probably want to be able to switch back and forth between the editor quickly, either for rapid playtesting or for using the debugger. This code is all found around line 65 of the code file "Scripts/Game/Game.lua".
  8. In relation to the assets/downloads panel, I was able to view some details for a few assets, I then used category view to narrow down to environments, clicked on Sample Terrain and the panel darkened but didn't display the asset information. I have had this on a few items yesterday also (I didn't screenshot yesterdays though). The issue persists (not able to load the assets information panel from downloads) until I close Leadwerks 5 and start it again.
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  9. When setting a user profile picture on the community forum/website/account page and adjusting the borders to zoom into the area of the image to use for the profile picture, this zoomed version does not flow through to the editor profile picture (the bottom left of editor). The full size image is displayed. Also, when changing the image on the website, the original image is used (in editor) and not the updated image (uploaded to website account page). Also, the image seems to only come in when logging out of the editor and back in again. Also, when clicking on the bottom-left account icon in the editor, my profile names lower/hanging/descender letter parts are cut off. Unsure if that is due to the 125% dpi screen change I made yesterday to my system.
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  10. Yesterday
  11. 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.
  12. 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).
  13. Oh that was quick. Thank you!
  14. 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?
  15. This appears to be happening when you tick Cast Shadows to False. Works fine if Cast Shadows is active.
  16. 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
  17. If I have a Lua script (component) attached to an animated model, how can play one of these animations at start?
  18. I will sort this out...
  19. 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 :\
  20. 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).
  21. 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.
  22. 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.
  23. 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 ...
  24. Have you tried the Box Light? https://www.leadwerks.com/learn/CreateBoxLight?lang=cpp
  25. 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.
  26. Last week
  27. 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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  28. 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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