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afecelis

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Everything posted by afecelis

  1. any news on a fix for this?
  2. Hi Josh, I've been running into a lot of issues lately with Visual Studio Express; Installations become corrupted very easily, and if you need to install previous versions to 2013, one installation breaks the other so you end up in an endless loop of uninstalling-reinstalling with lots of remnants on the system that in the end make the programs impossible to install. Would it be possible when creating a new C++ project to have a Codeblocks+Mingw template (as in Linux)? This would also make the projects cross-compatible, and I don't know how much .net-dependent do projects become when using MS Visual Studio. Wouldn't it be better to keep them as C++/clean as possible? Let me know if it's viable. regards, Alvaro
  3. Thanks a lot Josh. It's all working fine now.
  4. Ubuntu 14.04 using cinnamon desktop, no problems.
  5. Hi guys, When trying to build the default project created I get the following errors: -------------- Build: Release in borrate (compiler: GNU GCC Compiler)--------------- g++ -o ../../borrate ../../Source/App.o ../../Source/main.o -s ""/home/afecelis/.steam/steam/SteamApps/common/Leadwerks Game Engine"/Library/Linux/Release/Leadwerks.a" -lopenal -lGL -lGLU ""/home/afecelis/.steam/steam/SteamApps/common/Leadwerks Game Engine"/Library/Linux/libluajit.a" ../../libsteam_api.so -lX11 -lpthread g++: error: /home/afecelis/.steam/steam/SteamApps/common/Leadwerks: No such file or directory g++: error: Game: No such file or directory g++: error: Engine/Library/Linux/Release/Leadwerks.a: No such file or directory g++: error: /home/afecelis/.steam/steam/SteamApps/common/Leadwerks: No such file or directory g++: error: Game: No such file or directory g++: error: Engine/Library/Linux/libluajit.a: No such file or directory Process terminated with status 1 (0 minute(s), 0 second(s)) 6 error(s), 0 warning(s) (0 minute(s), 0 second(s)) I don't know if it has to do with Leadwerk's folder being called "Leadwerks Game Engine" and not "Leadwerks" only?
  6. Thanks for commenting and thanks for the link and info Haydenmango. Gonna check them right away.
  7. When you check out Rick's available schedule acuityscheduling.com will synchronize it with your GMT zone, if not you can simply change it to where you're located. Find a time, hit him hard! lol
  8. afecelis

    Mac version?

    +1 to mac version Leadwerks 3.2
  9. Hi guys, Using the model I've tried out ever since the days of Leadwerks 1.0, I decided to give the blender export a go and... It works great for static models! Mdl is perfect, .tex and .mat files are exported seamlessly, all nice and smooth! Hoora! Long gone are the days of converting stuff in unwrap 3d pro! Now I need help some with transparent materials as for the glass and the water. Are there any nice shaders out there for them? Also, Is there a nice tree-pack to grab/buy somewhere for Leadwerks? Or is there a humble soul willing to share some trees and shrubs, humanity will be eternally grateful!
  10. Confirmed here too. Works ok in grid mode.
  11. Hey Rick! Thanks a lot, the first class was excellent. I'm scheduling the next one right away. Thanks also for the patience and the clear explanations. regards, Alvaro
  12. Hey Chris! Thanks a lot for your help and guidance, I was able to create my own skyboxes again! I hope to share some of them soon on the workshop.
  13. Nice! Thanks a lot ChrisV! What are you creating them with? Terragen? Bryce? Keep'em coming! I'd love some blue skies with clouds.
  14. Yessssssss! That did it! Thanks a lot ChrisV So it's even simpler to create a skybox now in Leadwerks 3.2! And I can still leave the posteffects pack attached to the player, turn off its skybox and still be able to use the other shader fx! cool! this is what I love about these forums! regards, Alvaro
  15. Brilliant idea Rick! I'll be bothering you soon
  16. Indeed, but it's only a problem with the posteffects pack. I ran a couple of tests. 1. Removing the skybox from the script's options: The bamboos show up OK: 2. Creating a big box on top of the level and adding the skybox.texture.mat to it: bamboos show up ok, but then I get no lighting (from the directional light) inside. (the lighting at the end is an occlusion effect more than real illumination).
  17. Hi guys, I imported some models from the workshop and the posteffects pack found here: http://www.leadwerks.com/werkspace/files/file/485-posteffect-pack-with-manager/ The post effects work fine and its script manager in the scene tab is awesome, however, when I drop the bamboo models and run the game, any part of the model that intersects with the skybox disappears: Also, to group the bamboos, I created a pivot and used it as an empty to put the models inside, but after doing this the bamboos stopped casting shadows. Is there another way to create an empty or groups? regards, Alvaro F. Celis
  18. Josh, where are we to post bugs? I got a couple of things to report so far. 1. I launched the engine using the "launcher" executable and it didn't ask for my account/login info, it just went straight to the level editor. 2. WASD navigation is not working in the 3d viewport, nor is the middle mouse wheel to zoom in/out (but it works ok in the 2d viewports). regards, Alvaro
  19. Way to go Josh! Thanks a lot, downloading and testing
  20. holy cow! how do you achieve that?
  21. I'm glad you find them useful Jorn I'm doing the same with your wonderful tutorials, but I think there's more chance of you becoming a 3d modeler than me a skilled programmer, lol! regards, Alvaro
  22. Thanks Josh, how can I remove it from the "calculate lighting" process then, or better said, how can I make it not to be affected by the different light types? Right now I'm experimenting with lightmaps generated in Blender, but I'm still struggling with how to mix them with the diffuse channel properly in Leadwerks' material editor. regards, Alvaro
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