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GSFC_1

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Posts posted by GSFC_1

  1. So, I know this is stupid, but, we should add some more acheivements. My ideas below

    Box-master : make 100 csg boxes

    lotsa boxes - make 1000 boxes

    enough with the boxes - make 10,000 boxes

    true enthusiast - 1000 hours

    battle-hardened - 2000 hrs

    Single, arent you? - 5000 hours

    12-step program incumbent - 10,000 hrs

    Learners permit - activate the vehicle script

    daily commuter - drive 3 miles in a vehicle made in leadwerks

    heavy haulin - drive 10 miles in a Leadwerks Vehicle

    -------------------------

    Just an idea. 

    • Haha 1
  2. So, I have an interesting predicament. Maybe I am looking at this the wrong way, but is there a way to export keyframes from blender without using an armature? For instance, I have a plane that is animated going from a very small scale to a very large scale across 12 frames, which I am going to use an interface panel in the LEADWERKS Game engine. Unfortunately I am unable to do this without using an Armature and I feel i could better achieve this effect using simple keyframing. Do I have to use an armature to do this? 

    Also, should I still be ising the Blender -> Leadwerks Game exporter? Or is it outdated and I should simply use the FBX exporter? 

     

    Thanks guys. 

  3. I can control camera clipping in the Simulation, I am referring to being able to see objects in the Leadwerks Editor. Also, i have gone through the API's, some of us are not programmers, we are trying but we are artists by profession. I have tried to go into the API's over the course of a year with Leadwerks, but I am not able to figure out exactly how to script things properly, especially when you get into post processing, mesh tessellation, creating advanced shaders, etc. 

    Also, some of the API's are a bit vague and, I think, may need some more descriptive details added. I know a lot of people will say "NO" but, its not just programmers coming to this site. 

  4. Leadwerks crew, 

        Please let me know what you think. Working on a space based "game" and have a little point floating out in space in Low-Earth Orbit around the earth. The model of the earth is set 3200 ft, and the point in space is about a 14 foot object. When i back away from the earth, the viewport clips the Earth out of the view. Is there a way to set the Viewport camera view so that it runs out further? 

    Also, I need to find a way to create a shader that will switch between a texture, depending on whether direct light is hitting it or no light other than ambient is hitting it. 

    Essentially, I need a blend shader that can detect direct or ambient light. 

    The last thing I wanted to know about is, the atmospheric glow around the earth. I can imagine a post effect being created, but i need a way to calculate the 90-degree angle. Any insight would be greatly appreciated. 

    Summary : 

               - Viewport clips large models, how can I circumvent this? 
               - Light Dark Shader

               - Fresnel Shader to simulate the earth shine. 

    Any ideas? Anyone? 

  5. hey guys, 

    got a high fast one thrown at me today, it involves collisions, which i have not been able to fully immerse myself into. 

    We are learning to use leadwerks over here and we have set up a collision test. It involves a rotating box, with a "laser pointer" shooting a ray out of it. there are 3 other boxes on the floor, each sitting pretty, doing nothing. When the laser pointer spins, the laser eventually contacts the surface of the box. This causes the API to change the color of the collided-with box, to red. This is what we wanted. The second the laser touches the box, it changes color to red, but after the laser pointer is no longer in contact with the box, the box stays red. We want the box to change back to iits original color. Its as if the collision system needs to be reset? Is that the case? 

    Standby, my co-worker will send me the code he has been working on .  

  6. Wow, i have never heard of these. But I'm really important, and I use leadwerks, so they must not be very good. 

    Lets see, when i was in college, there was a way to get a web developer to make your page the top on google. Lets see if we can get a web guy to make that happen. 
     

    I will ask GSFC_2, 3 and 4 if they have any experience with it. 

    I think Leadwerks should be up there most definately though. 

  7. Hey guys, working on models and textures in LE 4.5. Tried to open an Asset in the Model Viwer and it tried to open the model, the tree view opens up, but when the Viewport tries to open, it states "Assert Failed" in a messagebox and Leadwerks closes. The actual model itself is only 26kb so it isnt the size, it has to be something messing up in the code or maybe I have made some kiind of catastrophic mistake in my conversion. Anyone else having this issue? And anyone with any insight, i would appreciate it. 

     

    cath_Wall_angles.fbx

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