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Monkey Frog Studio

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Everything posted by Monkey Frog Studio

  1. Playing with Environment Probes! These are a pretty cool and easy to use, too!
  2. Currently, to change the range, we have to select the light, go to the scene tree, click the Light tab at the bottom, and enter in a number representing the range. This can be a bit of hit or miss (to a degree). It would be great if we could simply select the light in the viewport, go to scale, and drag on the light to change the range of the light. This would not only save steps, but give the end-user a visual way to change a light's range.
  3. Ground control to Major Josh Ground control to Major Josh Get ready to program Laptop on. Ground control to Major Josh Commencing countdown Leadwerks on Check ignition And may Turbo be with you!
  4. Woohoo!!! (on both accounts!) Really excited for you! It's a great opportunity!
  5. I'm surprised at how much the pipe added to this, actually. I can't wait to find time to add a few more things, including a door at the end.
  6. Added a pipe around the bottom. It needs more stuff, though.
  7. These screen shots are just from a test as I am getting my graphics pipeline down for getting assets from Blender into Leadwerks. But this was fun to build. If I were to actually use this in a level, I'd need to add a lot of little details, though. I learned a lot and the next level test will be much better (I hope)!
  8. Wow, macklebee, you are one hostile dude who, while claiming everyone is missing they key point, missed key points. Pot, meet kettle. It's simple. It's not that me or Phodex Games missed your key point about Josh simply ADDING glTF alongside FBX import to Leadwerks, we were simply providing information to OTHER things you had said, concerns you had brought up. It was honestly trying to be helpful and instead of either letting it go or saying thanks, you decided to be an *** about it. Nice. Well, a couple of years now, is it? Nice. It'll take some time for you to catch up to me on that regard ... but no worries. I was developing graphics for games and real-time simulations for businesses back when character models could only have 800+ polygons. If I am touting glTF, there's a damn good reason for it. And since Josh seems to be about as enamored with glTF as I am, there must be a reason for that as well. But, hey, you've had a "couple of years" at this. What the hell do I know, right?
  9. The key word he used is "batch". The entire process, if it were needed, could be automated. But, hey, people were just trying to help you and offer alternatives just in case, not that you needed it. It's called being friendly.
  10. You know, you can just drag the FBX file from anywhere (your desktop, out of Windows Explorer, etc.) and drop it anywhere right onto the Leadwerks' editor and Leadwerks will convert the file for you. I just open my Assets tab, drill down to Models, and create my own folder first. Then drag-n-drop a model right in there. You can also drop FBX files into folders within your Leadwerks project (normally under Models) and Leadwerks will see that there are new FBX files and convert them for you automatically. There's no need to have the converter on your desktop or to have to drop files into the Leadwerks' Tools folder. You should probably leave things alone where Leadwerks is installed and only do things within your project folder, I would think. How were we to even know your problem so we could tell you what to do? You asked us to see if the model converts in Leadwerks beta. We tested it and it did. How could we possibly know what the issue was from that?
  11. Hello. Sometimes when I import a model and materials and an unwanted shader is added to the material (shadow.shader). There is no obvious way to delete this unintentional shader other than selecting the entire text, right-clicking, and hitting delete. Having a delete button with the shaders, like with the textures, would be useful in cases like this.
  12. The model opens fine on my end, too. No issues.
  13. Awesome. I suspected as much (and should have tested before asking, actually). Thanks!
  14. Hello. Is there a way to update models already used in-game? For example, let's say I created a set of basic, simple models to stand-in for their final versions and placed them throughout the level. Could I later easily replace them with their final versions? As an example - Let's say I have created a simple tall box model to represent a column and have placed 12 of them in my level for testing purposes. After testing, I determine I like them and so I model a nice, detailed model of the column. Is there a way to swap out the one main model so that all 12 are instantly updated in the level? Or do I have to replace all 12 manually? I hope I am making sense. If not, ask and I will try to clarify. Thanks.
  15. Sorry, man. I was trying to help. I don't get the angst, actually. I was just trying to let you know that there will be ways to get your models into whatever format you need for Leadwerks. In any case, it's all good ...
  16. That shouldn't be a worry for you, thankfully. As I pointed out above, just about every modeling program out there supports it. A quick Google search shows that there are some apps for converting to glTF (i.e. import your FBX into the app, spit out glTF). So, even if glTF were to become the only format that Leadwerks were to use (and Josh as stated this won't be the case), then there would be ways to convert your models over. Best of all, glTF is modern, so it supports PBR materials and the like ... straight from your modeling/texturing app (MODO, Substance Painter, etc.). So, once we get Turbo, we can drop our fully PBR models right into it via glTF. glTF should ultimately make things easier on us 3D content creators. And from what I've been hearing from Josh, it should make life easier for him, too.
  17. glTF is on v2.0. So, while it's not exactly new, v2.0 is taking off like wildfire. Unreal and Unity now support glTF import (though I think Unreal's support is experimental at this point, though they are planning full implementation soon). MODO, a 3D modeler by Foundry, exports both glTF and glB (the version of glTF for posting live 3D content to Facebook and other places). Substance Painter exports glTF natively. Ultimate Unwrap 3D just added glTF to their formats in their last release. I believe that 3D Coat supports glTF export as well. There are glTF exporters for Blender (by Khronos, who makes glTF) and for Max, Maya, and just about everyone else via the BabylonJS plugin. What this means is that, even now, exporting from just about any modern 3D tool to glTF is possible. glTF is doing what .dae (Collada) was not able to do ... become a true, universal 3D format exchange. It's powerful in that an entire scene (geometry, materials - including full PBR support, animations, and more) can be exported in one shot. Of course, you can just export a model, too, if that's all you need. Best of all, it's free and open. If you've not heard of glTF, then it's a great idea to become familiar with it. So, yeah, I know a little about glTF. I've been using it for several months now on a project getting assets out of MODO (and now Blender) and into the Godot engine.
  18. glTF 2.0 is pretty darned robust. I love using it (where I can). FBX is fickle and there are a zillion versions of it. Often, when FBX fails, one of the first questions asked is, "Which version of FBX are you exporting to?" Ugh! Hey! At least you're not forcing us to use .x like another engine I know about.
  19. Here are a few more items created for The Seventh World game!
  20. EDIT: I've added new images of new items below! Hello! Below are some screen shots of a few items I created (modeled and textured) for The Seventh World. Everything was created in Blender (even painted the textures there). I hope you enjoy them because they were a lot of fun to make! I'm exited to see where SpiderPig takes The Seventh World!
  21. That's what I figured, so thanks for confirming this. So, that's what the API is for in the docs, to point out the LUA commands that are not native to LUA itself, but are only for Leadwerks. I suppose this means that, once I am more familiar with working in LUA that I could potentially adapt other (non-Leadwerks) scripts to work in Leadwerks, if I wanted to?
  22. Hello. I am (slowly, between projects) learning LUA scripting. Well, I've not done anything yet, but read a portion of the docs. I do have a question, though. So, please forgive me if it is ignorant. When learning LUA scripting in Leadwerks, are there parts of scripting that ONLY work in Leadwerks? In other words, are there LUA keywords (not sure what they correct term is here) that are ONLY used in Leadwerks? And, thus, will the scripts I create ONLY be usable in Leadwerks and not in, say, another engine that also uses LUA scripting? Again, sorry if this is a dumb question, but I was thinking about this.
  23. That's exciting! I can't wait to test this. I love working with glTF because it just simplifies a lot of what I do.
  24. Thanks. It was talked about here: https://www.leadwerks.com/community/topic/17521-test-objects-from-blender-not-selectable-in-viewports/
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