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Everything posted by tipforeveryone
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Disable texture mipmap with camera zoom
tipforeveryone replied to tipforeveryone's topic in General Discussion
this is just moving camera, right ? or zooming using SetZoom ? -
Watch until the end of this video, you can see the problem on character mesh. it looks fine at close range. How can I fix this ?
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Disable texture mipmap with camera zoom
tipforeveryone replied to tipforeveryone's topic in General Discussion
Anisotropic can handle close range texture, but with far range, when zoom in camera it still blurry -
Without dynamic nav mesh, enemy AI character can only do a "zombie style", keep tracking and get close to its target, no environment interaction, the dark side of Leadwerks
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I am building my sniper scope, when my camera zooms in, texture of terrain at far distance get blur and looks bad How can I adjust terrain texture mip map when zooming
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[4.6] FPS Template has problem
tipforeveryone replied to tipforeveryone's topic in Leadwerks Engine Bug Reports
Yep, I think even Turbo will be the lastest engine of Leadwerks in near future, but old one like 4.x need to be perfect because there will be more people will buy this engine. They will try the demo and learn in many possible ways. So that they hate to get annoying problems and make them think Leadwerks suck. I can't stand thinking that way hehe -
Today I updated to Official 4.6 Release Create a new project from FPS Template, Load "AI and Events" map, play the game After shooting the pistol 6 times, the game crash, something need to be fixed with this weapon. This might be the most brutal mood killer for new user who try leadwerks for the first time I think.
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I notice that the number of Script memory usage is increasing second to second. Is it ok ? or there are somecode in my game make it increased. More explaination of this please Thanks
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particle emitter physics
tipforeveryone replied to tipforeveryone's topic in Leadwerks Engine Bug Reports
I think the problem is Random Velocity, if I increase emitter Random Veclocity higher, paritcles can collide in higher speed. this is not good And if Random Velocity = 0,0,0, no collision at all -
particle emitter physics
tipforeveryone replied to tipforeveryone's topic in Leadwerks Engine Bug Reports
it is 4.6 Beta, and here is the map. drag the emitter closer to ground, and particles will collide. Just a regular emitter particlemap.map -
Leadwerks Game Engine 4.6 Beta Updated for Ubuntu 18.04
tipforeveryone commented on Josh's blog entry in Development Blog
Wow, I don't know what were changed but this update gives my game performance a huge boost, it is about 500fps after update. how ? -
Oops... how embarrassing thanks, sometimes my mind stuck in a weird way
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Does that mean we will use VSCode for lua coding as the official IDE in 4.6 ? Because I want this feature for 4.6 too, not only Turbo
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I think Leadwerks code editor will be better if there is a Lua function list which contain all function bookmarks. Whenever a function created (the line has word "function") its line number will be bookmarked, a single click can bring user to the line of that function instead of pressing Ctrl + F then type the name of function. Something like this, I hope this can be implemented in 4.6
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Terrain and world:pick problem
tipforeveryone replied to tipforeveryone's topic in Leadwerks Engine Bug Reports
This project of mine was erased, but I will recreate it for you to test, don't close this topic yet -
Camera:SetDebugPhysicsMode() not documented in online help
tipforeveryone replied to mdgunn's topic in Suggestion Box
Those unsupported functions are still useful for users like us, and of course we accept the risk when using them. Why don't you just expose them all and give them "unsupported" red tag Sometime users need information -
Camera SetRange() Bug or feature?
tipforeveryone replied to tjheldna's topic in Leadwerks Engine Bug Reports
I wonder that too, does lower camera max range mean better performance? Because entities are discard from render -
Anyone please explain this In the video, When I let emitter be close to the ground, its particles bounce, but If I move the emitter up, particles start to go through the ground
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Substance Painter 2017 Export configuration for Leadwerks 4.x
tipforeveryone posted a blog entry in tipforeveryone's Blog
Here is my configuration, it works fine Hope this help!