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domi

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Everything posted by domi

  1. I believe yours ... they used to work fine until I gone Beta also a couple others
  2. http://www.leadwerks.com/werkspace/page/viewitem?fileid=393925036 Thanks Igor, can't wait for the update. great job so far, much appreciated cheers
  3. Beta 3.4 Lua when I publish game using post processing filters it's always crashing game
  4. Quote from THE MATRIX What is real? How do you define real? On a personal side note, I think dreams are more real than video games. We all want to experience things and get immersed into adventures and do the impossible that we cannot do in this reality. Games are a daily fix to overcome earthly restrictions and fake a dream world we can go to at any time we like.
  5. OK, thanks can you share your code when you get this to work ?
  6. http://www.leadwerks.com/werkspace/topic/1228-ssdo-filter/page__hl__ssdo+filter Here is a sample of a SSDO shader.that seems to work (?) For me as non-programmer it's a skinned bone to chew on, because I have no idea what to do with this piece of code and where to put it or as what to save it etc. A step by step how to go about it would be nice. cheers
  7. Imchasinyou, CHEERS FOR THAT it works perfect now
  8. I hit DELETE and gone it was ...
  9. thanks for helping much appreciated at this late hour I still have a strange alpha thing Everything set as you suggest I looked but all set to solid no alpha
  10. I had only partially luck the leaves are not going well...
  11. I switch with project manager, click on the project ad then OK it then load the saved map via File Open AND NO >>> I DO NOT USE BETA VRSIONS
  12. I did, and it's all empty I wasted time - well thanks a bunch....
  13. I have the urge to get some good answers now because I am reaching the apex of tolerance and patience reloading my old project and EVERYTHING IS EMPTY there is NOTHING in the map Now loading my new project it's also empty
  14. I tried that now several times and TreePack is empty what's the solution here ?
  15. elite vs noob ? who gets in and who ain't ? nope, been there...
  16. "why don't we take the coders and team them up with the artists?" Unreal Engine and UDK did just that... I think it's 20 quid per month + 5% I certainly tinker-toy with the idea...
  17. As I'm not a programmer, writing code and shaders is a challenge. Art assets no problem, I'm doing 3D for over 20 years and I'm Autodesk Certified Professional in 3ds max and AutoCAD. Improvements would be: - something like Unreal Kismet (current flow graph is not flexible enough) - visual shader editor like in Visual Studio (see below) - allow more than one script on object - an intelligent deployment tool
  18. Josh, you are the maker of it, and you did a great job with Leadwerks (something to be proud of - I couldn't do that), but new scripts with built-in scripts don't seem to like my game ideas even if I remove and restore a map without the scripts the ones that don't work. It's time for me to move on finding a new solution. I really like Leadwerks, but it can't deliver what I need.
  19. as it says in the title Main reasons for it is that script interoperability is not guaranteed in fact, also when restoring (removing non-working scripts which were rather basic) the project was completely broken down having to redesign from scratch too often.
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