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Posts posted by psychoanima
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Awesome! Thank you @macklebee!
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1 hour ago, Ma-Shell said:
Then save the old font:
oldfont = context:GetFont() context:SetFont(myfont) [write...] context:SetFont(oldfont)
Yes, but that still doesn't let me to use two different font size at the same time?
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6 hours ago, brndx said:
You can change the font and size by calling the correct methods. For example:
myfont = Font:Load("Fonts/arial.ttf",14) context:SetFont(myfont)
It works, but it scales/changing all fonts in the game, including menus.
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23 minutes ago, AggrorJorn said:
Sounds like a label.
https://www.leadwerks.com/docs?page=API-Reference_Object_Widget_Label
Yeah, that seems to work nicely. I don't see any way of resizing the text and changing fonts btw...
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I would like to know how to make on screen text messages, like in RPG games. Can someone help me out?
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You could use env probes, and or SSR
Something like, to make a puddle as polygonal object and then to apply what you suggest?
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Thank you friends!
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With FPSPlayer there is that unnatural camera movement if the player is using stairs. Sort of jump cut movement, probably caused by collision or something. Is there any way to make smooth stairs climbing? Also, is it possible to swing FPS camera during walk, jump and idle, to mimic realistic movement?
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All I did was jump on the box.
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It's opening on my Windows 10 pro, but all pages are blank. To make them visible I need to right click on chm, select properties and to tick "Unblock". Then everything is visible.
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First, just have to ask, do you use the latest nvidia drivers? there is an old for-loop bug in old nvidia drivers.
Yes.
Second, to verify this bug, change 2 lines in 08_pp_bloom.lua to use LE own blur shaders (which doesn't use for-loops)
self.shader_hblur = Shader:Load("Shaders/PostEffects/00_shaders/_hblur.shader") self.shader_vblur = Shader:Load("Shaders/PostEffects/00_shaders/_vblur.shader")
to
self.shader_hblur = Shader:Load("Shaders/PostEffects/Utility/hblur.shader") self.shader_vblur = Shader:Load("Shaders/PostEffects/Utility/vblur.shader")
Is it still yellow?
Not anymore.
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If no go, I'd be interested if psychoanima compiled each shader and see if anything is reported. AMD card?
nVidia Quadro 1000m
I am willing to help, just need some direction how to do it.
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I am surprised that I am the only one who reported this problem. I never had any problem with games on my quadro card
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OK, I've tried to simulate this in my own project, and I get yellow thing by using shadmar's PP_bloom+godrays & PP_bloom post effect. At least in my case.
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Adjustable properties sounds very nice. And yes, SSR looks awesome, although I am not completely sure that I understand difference between probes and ssr.
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Josh takes great pride I think in LEs post fx so if you're going to come in with a claim bashing them you better give some solid examples to prove your point.
Unfortunately LE forum terms of use is not allowing to post any example that is coming from other engines. I can post my own screenshots using other engines, but I am afraid that is also against the mentioned terms. Also, I will not suggest you to give other engines a try to prove my point, but the fact is, in my opinion, that post fx needs more work in LE. You have full right to not agree with me, I am just posting opinion based on my personal experience. I am also supporting the work of Josh and I really love LE, but that doesn't prove the fact that some things could be even better in LE
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You ppl may laugh but post fx is really a big selling point for indie developers. That's something that I really like with UE, Stingray and even S2. Bloom looks very nice to the eyes, eye adaptation although not very realistic makes your game to feel like a big budget, scene/color fringe is a must these days (Kane & Lynch anyone?), and of course DOF. And many engines now have option to even color grade your scene.
I know that game play is what matters, but I am now speaking about aesthetics only. Recently I was playing with S2Engine, and have to say that has really nice post fx inside of it. After turning them all off, whole scene looks, meh...
I would really like to see post fx in LE on higher level of quality, like Unreal has and other trending engines.
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Woaa, that's very odd.
I tested the game on AMD and NVIDIA gpus.
May I ask what's your PC specs?
Thanks.
i7
20 gb ram
nVidia Quadro 1000m
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You can have lights that only cast shadows on certain types of objects. Set the scene light shadow mode to "static" and only the static scene objects will cast a shadow. This is under the Appearance tab in the properties dialog.
Is it possible to do the same thing for the lights? To affect only certain types of objects?
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with GI on it looks like HDR option on the last gen gaming consoles (ps4 pro, xbox one s)
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I would like to make separate lighting in the scene. For example, one set of light to be used for the props only, so when character is moving around to not be affected by these lights. And to have another set of lights only for the character and these lights to skip calculation for the props. I don't know how's going with the other programs, I am coming from Maya world and I am always using this handy option to avoid unwanted light burns/shadows when static/active objects are overlapping in the scene. And it doesn't look fake at all, but very stylish instead.
Physics problem
in Leadwerks Engine Bug Reports
Posted
This bug occurs on AI and Events.map since beta 4.5
https://1drv.ms/v/s!AtMv1SrHrjT3wi2zRj0x7H6aQedb