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afecelis

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Everything posted by afecelis

  1. Hi guys, I purchased a version of LE3 for android, does this include access to the android forum? Cause it still shows up as "protected" to me, or is it some sort of android-source version? What´s this forum about? I assumed it was for android-related stuff discussions. regards, Alvaro
  2. you're a master! It feels so nice to see someone who achieves such level of control in the tools he uses. Great octane renders, sweet realtime rendering in LE. Congrats!
  3. Thanks a lot beo6. I just got my account activated and was able to download everything. Indeed everything gets installed cleanly, and things work as they're supposed to. I had no problems with my existing android tools setup, and I was able to compile and run the demo on my T-mobile G2x, everything went smooth, only some non-responsive controller problems in the end, but to be a start, it's a great one! hope to post some results and tests soon. regards, Alvaro
  4. Josh, one last question, if I already had eclipse + the adt extensions + the android sdk installed, will it conflict with LE3's android tools? Should I uninstall everything I had so far for android? And vice versa, can the android tools in LE3 (eclipse+adt+sdk) be used for regular android development, or are they tailored only for Leadwerks 3? thanks Alvaro
  5. Josh, you just convinced me! lol! Android addon purchased.
  6. mmmm, then misa has to move fast! lol, thx Josh. What's the full price for the addons?
  7. weeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee! done! One last question, the android-ios addons' price is also discounted already or will it remain $99?
  8. oooooohhhhhh, I see..... Upgrading now, thanks Cassius.
  9. Hi Josh, team and everyone. I noticed purchase options became available so I tried upgrading my license to Leadwerks 3, however, the link says price is reduced for LE2 customers, but the price is still the full US$199 when you buy it. Where can you find a purchase link for LE2 customers with the discount/upgrade price? thanks in advance. Alvaro
  10. That's looking awesome Josh. Everything looks and feels so familiar! Please keep us posted on its progress.
  11. afecelis

    Karnack

    Good work Wayneg, it brings me back some "serious sam" memories I'm curious about the water pond, is it just that size or do you still have to add a whole ocean and then play with the height of models/terrain to make it show up or hide? cheers, Alvaro
  12. LOL, so... does this mean Bmax is now officially supported?
  13. Zio the link to LE builder is dead could you please update it? regards, Alvaro
  14. This is great, thanks a lot Roland, just tried it out and it works nice
  15. It seems GUI stuff will be there http://www.leadwerks.com/werkspace/topic/3378-gui-system-and-customisable-launcher/page__pid__30865#entry30865
  16. Hi guys, The title pretty much covers it, but one thing I'd like to see in LE3 would be a nice and simple to use UI editor, that allows to create menus for your games or applications. Also a simple way to add images (or even animations) to the menu background, as well as buttons, sliders, etc. I don't know if something like this is planned or if we'll still have to write our own GUIs using external libraries. what do you guys think?
  17. I'm a bit concerned on this topic as well as it seems C++ , C# and Lua will be the only programming options for LE3. As a non-programmer user, bmax seems a lot more understandable and easier to pick up than C++, so keeping it among the supported languages would be a major plus. The other option I'm considering is Lua as it's also more newbie-friendly, my only worry here is performance when comparing an interpreted to a compiled language like C++. But I'm glad you guys brought it up. I also know Josh is quite busy with LE3 and solving out major stuff for it so let's hope he still has some time to consider the use of Bmax cheers, Alvaro
  18. Thanks Richard, You learn a lot from the community, today, after struggling the whole afternoon, I was finally able to load a skybox of my own: I followed this tut in youtube to generate the images in Bryce: and the final part in this other LE tutorial: http://www.leadwerks.com/wiki/index.php?title=Making_a_skybox_using_Terragen where it explains how to generate the cubemap using Nvidia;s nvdxt.exe tool. If someone's interested I can also capture a video tutorial on that regards, Alvaro
  19. +1 to Richard's request
  20. Thanks for the comments guys About the bug, It's hard to tell cause I always export everything triangulated from blender, and besides that the gmf converter does its own conversion, so I don't know for sure what's causing it. It occurred a while ago with some models in my medieval map, and it seemed to be a problem of polycount, however, knowing how LE can swallow huge chunks of models it's hard to believe that can be a problem. Anyway, the way I fixed it that time was splitting the problematic mesh into smaller meshes and export them by separate. I'm about to try that approach right now so hopefully I'll be posting a new screenie with the complete building. I also spent some time in the forums last night, like I hadn't done in a long time, and was able to put up again a nice scene loader thanks to MarleysGhost, Macklebee, and lots of other users sharing their wisdom It;s great to have the forum for resources. I was able to load my scene both in VC++ and blitzmax with similar results, however, checking the LE3 forums, there seems to be no support for blitzmax in it anymore. Is it wise then to stick with C++ only? cheers and thanks for commenting, I'll post a fraps video of the level soon. regards, Alvaro ps. It;s also a shame to see many resources got lost in the way or lead to dead links. (i.e. the files for the c++tutorials inthe wiki) like this link: http://developer.leadwerks.com/Tutorials/CPP/Abstract_File_System_Files.zip
  21. Thanks for the comments guys It's very cool to see that even when u drop by after some time, the good vibe from the community remains the same. I'm also working on getting this building into LE: But I'm having lots o problems with the polycount in the walls and the window frames. Right now I'm trying several workarounds to see what's best.(check screenie): http://telardigital.com/afecelis/leadwerks/le_building_01.jpg It should also be a good experience to share in the new tutorials cheers! Alvaro ps. Building test render: http://telardigital.com/afecelis/leadwerks/revfinal_01.jpg ps2. I also know that what I got to do is split the walls/frames into several sub-blocks and export them 1 at a time, I just got to organize my scene a bit better exportation-process-wise Hopefully my next screenshot will have the issues solved.
  22. Hi guys, long time no post. Here's a screenshot of another architectural project modeled in blender and brought into LE. A render of the house trying out blender's new render engine "cycles" is here: http://telardigital.com/afecelis/cycles/cycles05.jpg I'm also planning to update my video tutorials on "blender to LE workflow" so right now I'm testing everything out in blender 2.5, and using a different approach to convert the static models to .gmf. If everything goes fine I hope to start capturing the new tutorials next week. I'm also planning to cover some blender basics for LE users, like UV mapping. cheers! Alvaro ps. separate screenshots here: http://telardigital.com/afecelis/leadwerks/house_le01.jpg http://telardigital.com/afecelis/leadwerks/house_le02.jpg http://telardigital.com/afecelis/leadwerks/house_le03.jpg http://telardigital.com/afecelis/leadwerks/house_le04.jpg
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