Jump to content


  • Content Count

  • Joined

  • Last visited

Community Reputation

29 Excellent

About xtreampb

  • Rank
    Advanced Member
  • Birthday 04/08/1991

Profile Information

  • Gender

Recent Profile Visitors

6,701 profile views
  • jen

  1. So I would like to be able to add a specular map to a layer in my terrain, and maybe be able to adjust it at run time. What would be the best way to accomplish this?
  2. Is it possible to replace the terrain shaders, maybe in the C++ project. Maybe with some support with a lua script to control the settings in the editor
  3. So based off the documentation found at http://www.leadwerks.com/werkspace/page/api-reference/_/command-reference/collision-r778 I set a 'floor' to be of type debris and my sphere brush to be type prop, the brush shouldn't fall through right? That is what i'm experiencing and wonder if it is because i am using a character controller instead of a ridged body. If i set the 'floor' to be of type scene and my brush to be of type character, works as expected. Is there as way to define my own collision types and how they should interact with the existing ones?
  4. I have a sphere brush object that I am using needs to use entity navigation (be a character controller) but also needs to float. When i set gravity mode to false, it hovers but it doesn't move. When gravity mode is default, it falls to the floor but then navigates.
  5. Set gravity mode would probably work if it didn't need to be a character controller.
  6. So I just frustratingly figured out that if you wrap the entity navigation functions in an if check (in lua) then the actual movement doesn't happen if it results to true. It would be nice to denote this in the API documentation. I'll put a comment in there for future reference.
  7. So idk if it is my model or what but when i try to import an FBX model it just copies it and the .mdl file is never created. I've tried by beta and release branches with no luck. attached is the file i was trying to convert Reaper.fbx Resolution: I was able to pull up the old LE 2.X engine and files. Opened the tools and rand the obj2gmf.exe file (because i got my hands on an obj version) and then changed the extension to from gmf to mdl. the fbx2gmf also failed.
  8. I don't think sprites has collision. maybe try to make a primitive small box and assign it mass and create it just like you do your sprite.
  9. Is there a way lua, C++ or both to still have gravity turned on for some objects and off for others? Would I need to create another world and have the entities that aren't affected by gravity assigned to this world? Can I even draw two worlds to the camera. I don't see why not just some meticulous management of objects.
  10. Hello Everyone, My current employer (Grover Gaming) is actively hiring programmers. We are looking for both game developers who are familiar with Unity and have a understanding of C#. Not only are we looking for game developers, we are also hiring .net developers. We use the .net framework with the C# development language and WPF to create our user interfaces. Let me know if you or anyone you know may be interested. Sincerely, ~Xtreampb~
  11. Can someone please provide guidance on how to use LE 3 to create 2D game. I want to use sprites as the feel should be similar Pokemon.
  12. xtreampb


    Hello all, I would like to first apologize for my disappearance. I ran into some issues with my source code and silly me, didn't set up a repository for my source so reverting my changes to a stable state was not practical. I decided to change gears and try to use only LUA. I created a new project and imported all the assets over and as it turns out, the loading is actually faster. One thing i was trying to do was thread out the loading of assets when maps are created but that just put my project in an unrecoverable state. I still plan on creating randomly generated mobs/items on map load, but instead of doing this in C, I'll do this in LUA. This workflow will be along the lines of creating a global function that will be called on map::load. I want to create a generic script object to pivots. This way in the editor I can select what can spawn where. I'm also going to have to create a "Map" script attached to a pivot entitled "Map". This script will have all the limits that can be spawned. The only issue now is to figure out how to track number of generated entities of each type. I don't want to use globals. I wonder if LUA supports static types? That is some research for me to figure out. Right now i'm hitting the design phase hard and shying away from development and prototyping. One of the most important aspects of my game is the spell tree. It has multiple different levels and some aspect types can evolve into other aspects such as water evolving into ice for an example. Others can be merged into one-another to create new types of spells. Like fire and earth combining to make lava flow freely from the ground below. This is a complex tree that I want to get right and will take time to design and connect and then even more time balancing. Because of this complexity I'm having a hard time "drawing" this design out. I've resorted to Visio. I like the structure that this can build however, this same structure limits to how and where things and objects can be placed. If anyone has any ideas or suggestions, I'm open to hearing them. ~Xtreampb~
  13. Needing some help with C# XAML and datatemplating. Anyone able to help?

  14. xtreampb

    Multi-threading woe's

    for what i was doing by populating the map with pivots wouldn't take long to load the map then as each entity is loaded update the loading screen.
  15. xtreampb

    Multi-threading woe's

    there is as map has a top level entity. you then get the number of children from of that entity. Cant quite remember the commands but i remember something along those lines.
  • Create New...