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Daniel0213

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Everything posted by Daniel0213

  1. In Windows, when you try to create a hight quality 32x MSAA render in a large scene, you may an error and display driver stopped and recovered appears. Most likely it is related to "Timeout Detection and Recovery (TDR)". This is because the scene takes more than 2 seconds to render. Windows understands that it is not a normal behavior that a scene in real time take more than 2 seconds to be rendered and active this protection. Don't worry, is easily solved: 1- Download and install the TDR manipulator and follow the instructions from link. I personally have the TDR disable and don't have any problem. https://forums.geforce.com/default/topic/694754/geforce-drivers/tdr-manipulator-v1-1-02-23-2014-/
  2. New update aviable!! LUA FPS XBOX 360 Controller.
  3. You can only make games for windows and linux platforms, the support to MacOS and android was dropped.
  4. Not now, when I have some time I will add support for vibration and then linux.
  5. Platform: Windows. Downloads: FPS Player scenario (Preconfigured scenario ready to play Updated 08/may/2015) https://dl.dropboxusercontent.com/u/107114506/Leadwerks/LUA%20XBOX%20360%20controller%20FPS%20Template.rar Marble game ball (Preconfigured scenario ready to play Updated 03/may/2015) https://dl.dropboxusercontent.com/u/107114506/Leadwerks/Marblegame%20XBOX360%20controller%20template.rar Only DLL: (Updated 08/may/2015) https://dl.dropboxusercontent.com/u/107114506/Leadwerks/SDL2.dll%20and%20LuaGamePad.dll.zip Note: - You must have connected the XBOX 360 controller to work. - If you want put the code in you proyect, copy and paste the "LuaGamePad.dll" and "SDL2.dll" in your project folder. ----------------------------------------------------------------------------------------------------------------------------------- New update!! Data: 08/May2015 Working hard on my free time, I developed the LUA FPS XBOX 360 controller. What's new: - The movement is now analog (Left stick). - The view is now analog (Right stick). - The sprint is now analog (Right Trigger). - The sound of the steps are automatically adjusted to the speed of the player, also considers the sprint. It is fully preconfigured and is 100% functional, I've tested with the FPS Weapons Pack and works fine. If you find a bug please send me a report. Open the project and open the "07-AI and Events.map" The "FPSPlayer XBOX360 controller adapted.lua" is in the same folder that "FPSPlayer.lua" The empty template XBOX 360 controller is in the "Scrips / objects / XBOX 360 controller" folder. Controller mapping: ----------------------------------------------------------------------------------------------------------------------------------- Data: 03/May2015 Hello everyone! I work hard to create a Lua XBOX 360 controller template. (Based on the work of Skrakle). http://www.leadwerks.com/werkspace/topic/12476-lua-lib-game-controller-support/ Upgrade Author: Daniel0213 What's new: DRIVER: I have expanded the functions and recompile the driver. I added: - The right analog stick is now functional. - The left and right trigger just happen to be digital to be analog + digital. SCRIPT: - The script is not oriented to App.lua, now is oriented to the object you want to control, the player. (You must insert the script on the object that you want to control). - I created a template fully explained with comments. - I've written and adapted the formulas needed to converter from analog value to Leadwerks. Not any knowledge of analog sensors are required to write your own program. The code gives you automatically a converted analog value. - To change analog values you do not need to enter the code can be changed quickly from outside. - Reduced the death zone of analogue sensors, but can be changed easily. The instruction have a comment. - I separate all the buttons to make it easier to interpret the code. - You can choose externally the number of controller you want to use. ------------------------------------------------------------------------------------------------------------------------------------ I inserted the code in the template marble game, for a practical example of the operation display. Within the project it is the empty template XBOX controller and inserted into the ballplayer template for a practical example. (I have asked permission to Josh to do this) The empty template XBOX 360 controller is in the "Scrips / objects / XBOX 360 controller" folder. The "ballplayer" script has been modified to insert the sample code. Changed the name to "ballplayer Adapted to XBOX 360 controller." I'm using the Leadwerks version 3.5 Beta. ------------------------------------------------------------------------------------------------------------------------- HOW INSTALL: Very simple. 1. Unzip the .rar file. 2. Copy the "XBOX360controllertemplate" folder in your Leadwerks project folder. 3. Open leadwerks, go to "project manager" Push "import" enter to "XBOX360controllertemplate" folder and select the "XBOX 360 controller template.werk" file. 4. Select the project and press "OK". You must disable the sandbox lua libraries to work xbox 360 controller. ----------------------------------------------------------------------------------------------------------------------------------- How analog sensors work: Put the desired maximum values. In this case, when the left stick reaches its peak (up direction), the analog value which will be 15. Decreasing this value progressively until it reaches 0, when you reach the death zone. Don't touch the formula. ------------------------------------------------------------------------------------------------------------------ A bit of theory: The Analog converted formula. (Don't worry, you don't have to create, it is already written in the template code.) ENJOY!!! Future upgrades: - Add left and right vibration. - Linux support. Note: If you want put the code in you proyect, copy and paste the "LuaGamePad.dll" and "SDL2.dll" in your project folder.
  6. The application works correctly for me. XBOX 360 Controller. * Note: Lua sandbox must be disabled to use libs. Thanks Skrakle!!!
  7. Nutritious Bag Circles, ScrotieFlapWack: The shader I use is the SSAO from Igor. I did not made any changes in the shader. Attach the link: http://steamcommunity.com/sharedfiles/filedetails/?id=393925036 Thanks for the comments!
  8. I don't know how to save different camera position... actually I save a camera position in a diferent map files... Thanks!!
  9. Thank you for your comments! Yes, these renderings are entirely made with Leadwerks (no photoshop, no other rendering program), only used shaders I can download in workshop. For create textures I use Mindtext, a simply, cheap and powerful program you can fint in steam. ScrotieFlapWack: All lights used in the scene are points light. The only light that is not point light is a spotlight that illuminates the logo Leadwerks. These white balls have a point light inside. Part of my job is Render. I bought Leadwerks because I saw a lot of potential and I saw I could do big stages with several lights without much trouble. These renderings show a small part of a large terrace, but was so pleased with the result obtained with Leadwerks I wanted to share with you (replacing actual logos for Leadwerks logo). This program has an incredible graphics power, high performance and very little to envy of other programs much higher cost. Congratulations to the developers and the community that contribute. Hope it reaches Decals soon I attached some screenshots of the program with the scene:
  10. Hello everyone! I have adapted some of my renders placing the Leadwerks logo. The scenario shows a small area of a typical Chill Out terrace. Thanks to the community for answering my questions. I hope someday be me who can answer someone else's! Leadwerks Chill out terrace 1: Leadwerks Chill out terrace 2: White cushion Leadwerks: Black cushion Leadwerks:
  11. Thanks Olby and Shadmar! I had a misconception of what was an alpha channel, thought it was a transparency, but is an extra channel to RGB texture, which is saved in TGA format. This tutorial helped me a lot, attached the link if he helps someone else. http://gametextures.com/blog/2014/01/14/putting-your-texture-in-an-alpha-channel-using-photoshop/ After tutorial, put the TGA texture in your leadwerks material folder, set the texture to DXT5 compression. Attach a picture with glass material, chrome material and a reflective ball. Thank you very much!!
  12. Hello. I spent several hours trying to work the shader, but I can not make it work: S I'm using as the standard test developer textures. With emissive material reflects. I have put the shader in postprocess. Where is the error? Thanks!
  13. I use MindText from steam and I love it!! It's powerful, cheap and very fast.
  14. The perfomance is bad, but I only need a good render. I hope in the future they develop some emissive material (real emissive).
  15. Thanks Josh and yougroove!! Sorry I taken so long to answer, I wanted to attach a screenshot with the final rendering of the building. Currently I am using the engine to design customized outdoor terraces to the clients of the company I work, I'm the technical / designer and have to say that this software does its job really well! I put point light with a small radius throughout LED strip. Thank you very much !!
  16. The goal is getting the emissive material of the LED emits light that is reflected on the walls and floor. Thanks!
  17. Need a material that generates its own light, to simulate an LED strip, for example. I have been searching the wiki and steam but I have not found anything. As similar I managed to test it by inserting a point light to a model and put the shader emissive material. Attached a picture. Thanks!
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