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Posts posted by GSFC_1
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Ultra crashes when the user is editing polygon data and while the user is dragging a polygon. If the user is dragging a polygon and the mouse cursor leaves the 3D viewport of origin, the engine throws an out of index error and causes Ultra to crash.
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switching between single viewport and multi viewport causes the frame buffer to crash and requires the user to switch between multi and single viewports numerous times to refresh the viewport.
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Can we add an axis indicator to the edit-poly function so that we can constrain the moving poly to one axis at a time? much like moving an object on one axis would work.
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HEY JOSH,
bEN HERE, TRYING TO RUN THE EDITOR AND I KEEP GETTING THE SAME ERROR. BUT IT LOOKS GOOD DUDE. -
Editor Cam Icon should have visible Vector Arrow and simulated FOV cone/Geometry for visual inference.
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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
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Just an idea.
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so..... again, the forum eludes me. How do you fix this?
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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 Or is it outdated and I should simply use the FBX exporter?Thanks guys.
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Wow, this is a great thread. I feel dumb.
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3 hours ago, Josh said:
I must go to Germany now. ??
go to Kaiserslautern!!!!
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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. -
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? -
Ah, thank you josh.
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core, this looks great, you should bake in an AO map
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ya, I think I am starting to realize this. The color change needs to be configured to be momentary.
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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 . -
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. -
I agree with Josh, it sounds like your computer does not like you moving files around. Same happens to me sometimes when i install and move files around. I get Prompted to "Agree to move these files".
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Thank you, this is the option i was looking for. I knew there had to be a "reset to defaults" switch in there, and this was it. I sure enough tried it i can open things directly in the model viewer now. Mark this issue "Fixed", and remove it from the board if you wish.
Thanks again Josh.
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Seems as though the error for me is in the Model Viewer not loading correctly. (???) Seems like what crashes it is that when it loads, the viewport does not. This is becaues the viewport is not scaled correctly I assume. Any way to restore the defaults?
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I will give that a shot.
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Wow. Looks like i have a much more serious problem to troubleshoot.
Thank you
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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.
Program Crashes when creating CSG blocks
in Bug Reports
Posted
works, thanks