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afecelis

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Posts posted by afecelis

  1. On 7/17/2019 at 2:18 PM, SpEcIeS said:

    Since yesterday's Steam client update, this error now pops up and does not allow the project to Run:

    ../.steam/debian-installation/ubuntu12_32/steam-runtime/pinned_libs_64/libcurl.so.4: version `CURL_OPENSSL_4' not found

    Prior to the update, all was functioning as expected.

    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

    • Upvote 2
  3. 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?

  4. we will need to set up some type of schedule, that fits your time and not mine...

    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

  5. 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...

    blender_exporter_01.jpg

    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! wink.png

  6. 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:

    bamboos_noskybox.jpg

    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).

    bamboos_skyboxmat.jpg

  7. 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:

    bamboos_shadows.jpg

    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

  8. I actually like Blender and quite a bit. The problem is the exporters seem to be perpetually bugged.

    Seems like blender's next version (2.71) will include a lot of improvements aimed at engine-compatibility options:

    http://code.blender.org/index.php/2014/06/supporting-game-developers-with-blender-2-71/

     

    @Brent Taylor: I totally feel your pain. I once (loooong ago...) bought 3dsmax (version4), then Autodesk started bombing me with its yearly update/upgrade policies. I was only able to pay till version 6, afterwards it was bye-bye 3dsmax and I started replacing my workflow with Blender. It was the best decision I ever made. Blender is very capable and has gotten even better in the fields it used to be weak. Its UI can be a bit cumbersome, but once you get the hang of it there's no limits to what you can do with the software. I use it mainly for architectural modeling and rendering, and I feel I'm only scratching the surface of it. Efforts like the one I posted above make you want to learn more and more about how blender can be used in other fields, in this case, game dev.

    Keep blender in your tools's drawer. It will always come in handy, and it won't cost a penny, and with the upcoming Leadwerks exporter the future looks bright.

     

    As a final note, I fell in love with Modo, exactly for the feeling I got from its devs and customer support, even now that they've been bought by thefoundry, they still keep a very close and personal relationship with the customer. I bought it because of its price and its feature set, and funnily, because it has this "blenderesque" approach of doing things! It even uses python as scripting language (like blender) and its interface feels pretty similar too, however, I'm not as prolific in Modo as I am in blender in terms of architectural modeling and rendering skills, but I'm also glad to count with a pro software in my arsenal wink.png

     

    regards,

    Alvaro

  9. 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

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