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afecelis

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Everything posted by afecelis

  1. BTW, skydome used int he tutorial is Shadmar's, downloadable here: http://www.leadwerks.com/werkspace/files/file/403-le3-simple-skydomeshader/
  2. Lol! concise answer! I'm 1.76, barbarian kicks my butt! So importing stuff and using him as a scale/proportion reference is an OK method to create stuff? ps. Thanks for the quick answer.
  3. But you're compiling for android? If so, Josh is right, no need to touch anything in the visualstudio folder, just go to the android-generated project and follow the android compiling instructions: http://www.leadwerks.com/werkspace/page/documentation/_/getting-started/compiling-for-android-r625 I'm going to capture a VT soon on android compilation, I just need to get my camcorder back! (new event added to calendar: call the $%%&$%&/()·""·$!!!! that still has my camera)
  4. +1 for a visually-improved move/rotate/scale gizmo. Right now we only got the move gizmo for the 3 operations and achieving rotation/scaling with it is a tad complicated.
  5. Thanks! excellent answers, both!
  6. Is there a way to make bsp brushes invisible to render, so we may create basic boxes wrapping imported models and have a basic collision box for physics and pathfinding? (mmmmm, the caulk texture?)
  7. Hi everyone, As you know I model and texture my stuff in blender which is a metric 1:1 application. When I load my models into the editor they seem to be properly scaled, however If I bring in the barbarian mdl into my map things start to look a bit small and under-sized. Scaling my building up to a 1.2 or 1.5 factor seems to make things proportional again between the barbarian model and the building. Is this process of making things proportional a trial and error exercise? or is it an exact science? If I were to create my main structures as bsp brushes in the editor,can I trust that 1 LE unit = 1 meter so that when I insert model props created in a DCC tool their scales will match? (p.s. poor barbarian dude hurting with his normal-mapped beard! lol)
  8. ESP, when you say compile do you mean running the map from the editor? Cause my levels weren't running either until, as josk mentioned above, I opened up the msvc 2010 solution created in "projects" and compiled it into an executable (in debug or release mode). After that I can "run" my map from the editor and it launches and opens fine, as well as running it directly by double-clicking the executable . DA comes with both release/debug executables included, but not the projects you create as new with the project manager
  9. But this "beta" flag applies to the forums?, i.e. as when a new forum software is being tested, or to the new engine? Cause the beta is now gone from its splashscreen ps. Either way, both the forums and the the new engine feel great! have fun today! it's sun....day! Go out and have a sundae! lol
  10. Holy smokes! it worked! It didn't update the model I had in the editor though, but it was just a matter of deleting the old one and inserting the newly-saved one. Now to dig some glass shaders! To the batmobile!
  11. lol, I'll try that out, thanks for the prompt responses guys. I'm really amazed by seeing how things get converted in real time by just dragging them into the project's folders! How you achieved that? Hell I dunno! But it sure is handy... and impressive! lol, night everyone. ps. Josh when you mention normals, do you mean flipping normals? Or do normals also have to do with smoothing groups?
  12. Hi guys, I exported a model from blender as fbx with all its meshes set as "flat" yet when I load it as an mdl into the editor I'm having smoothing issues, is there a way to fix or prevent this?
  13. Cool! 149.10 I think it's very nice and unexpected what people can come up with when giving them a certain set of tools. I bet even Josh feels surprised seeing what people are developing a few weeks away from releasing Leadwerks 3. I love the excitement feeling generated in the community with this new release; it feels like it's adapting nicely to the new perspectives raised. It even feels more active than with LE2 (or is it only me?)
  14. oooops! I hadn't seen the Github repo Great to know everything's there! ps. arggghhhhh! it's in your first post! lol! shame on me!
  15. Note to tutorial 2: models, you can find the fbx pumpkin file and its textures here: http://www.turbosqui...3d-model/699996 cheers!
  16. I created the project via the Leadwerks Project manager. Somehow the GL includes were not in my "microsoft sdks" folder But I found them in another one. I had also downloaded GLU and Glew binaries and pasted their include, lib, and bin contents into the sdks, lol. Thanks, I already went through VT01 and it's great. I hope to finish the rest of them today. regards, Alvaro @ESP: Install the "download helper" extension for firefox so you can download them in all their HD1080 glory, or there are other video downloaders for firefox, i.e. "easy youtube video downloader". It also works great .
  17. Nevermind, I found the answer by googling it. "Headers are in the SDK : C:\Program Files\Microsoft SDKs\Windows\v7.0A\Include\gl" I just had to place a copy of them into "Program Files(x86)" Moving on.
  18. Hi Aggror, thanks again for your valuable time. I'm opening the solution in vs2010 express but when trying to compile it I'm getting the following error: "c:\leadwerks\engine\source\Libraries/glew-1.6.0/include/GL/glew.h(1169): fatal error C1083: Cannot open include file: 'GL/glu.h': No such file or directory" I know it's a matter of having the proper include file, but since VS2010 doesn't allow including directories as include/libs, how can I fix it? regards, Alvaro
  19. I love the idea Aggror, totally looking forward to them.
  20. I love this idea and I second the motion. It would be great to have a series of tutorials or video-tutorials covering, in a basic way, each aspect of creating a game in Leadwerks 3. So far I can't get my levels to run as executables and I'd love to know what I'm missing
  21. Thanks a lot guys, I didn't try rotation indeed. That's a nice feat in LE2.5's editor's renderer, you can see shadows change in real time, though I know things are heading that way for Leadwerks 3. Regards, Alvaro
  22. Hi everyone, Working with brushes in the editor I noticed that lightmaps are not changing when you move directional lights (after recalculating light). Point lights and spot lights are working fine but you need to set very high values or have them placed very close to objects to get shadows casted.
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