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gordonramp

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Everything posted by gordonramp

  1. I'll put a little in here. The reason there are so few completed projects made with the LE is glaringly obvious to me. NO FRONT END. Over the last two months I've been looking around and apart from UDK which has the most amazingly indepth editor, Unity3d stands out as being so successful because with every compile it comes with an editable front end. The basis of every game is the ability of the player to set things the way they want to. Screen resolution, keyboard and mouse choices etc. Sound adjustment is also essential in the front end. In my opinion, if Josh were to include an editable Front End (In Lua) with the LE. then users would flock to it's use and games would be completed regularly.
  2. Where is that in the SDK Aggror, I can't find it?
  3. Could be a way to do it explained here.. http://www.promixis.com/forums/showthread.php?t=4188
  4. gordonramp

    OnLive Lives

    The problem with having everything Virtual is that we are dependent entirely on the communications industry to use it. If it fails for some reason (a catastrophe or say civil disruption) then our access to knowledge disappears. Hard copy still has something going for it. Even an Oral tradition.
  5. Nice on my machine. Lot of heat and glare in that city
  6. I went back to 2.31 because there were issues with shadows on large terrains in 2.32R5. Can't help but think that 2.32 was prematurely released and I'm hoping that Josh can sort out the bugs so that we can all move forward.
  7. Works ok for me although the model was not in view and it took me a while to find it. Like Rick, I'm wondering about the exe. Looks an excellent model for a medieval magical world.
  8. Hence my suggestion that it be in Lua.
  9. I agree (although Aggror is making an excellent effort) and I admire the goodness of Naughty's heart. However, his original request was/is to give our opinions on what we thought and I have honestly given mine, Lua would be great Naughty Alien but if Mack gets his way and the lesson is in BMax then I look forward that too..
  10. Then you won't mind converting it to BMax will you (also your language of choice)? No, I'm not demanding at all Mack.. Just hoping to save myself (and others) a whole lot of work and to be able to takle it in a language I can understand at least a little.
  11. Hi Naughty, I realise you are using BMax and that would be your language of choice for a lesson but BMax users are a small percentage of Leadwerks Users, so I think do it in Lua so that everyone can benefit from it because the Editor uses Lua and other languages are interpreted from there.
  12. It suddenly struck me, I havn't updated my drivers for a while so I went to Nvidia and did so. But the same problem persists. Because I am using a large terrain. (2048x2048) I thought it may be too much for the GPU and so was leaving stuff out. But the same problem occurs when I halve the size to 1024x1024 and place the same simple objects into the scene.
  13. Here are three assets including the crawler character and a simple textured cube and the above zombie. Run in the Editor they have shadows but outside the Editor Run in the Lua Engine, there are no shadows.
  14. You're not alone. I'm having anomalies occur with lights also. Shadows missing and flickering lights on objects. What do you do, go back to 2.31
  15. Sorry, misunderstood. AndyGFX says he has a data file solution here.. Haven't explored it but....
  16. Aggror, If it helps, I use this method all the time but I save and read from a text file. --Record Scene4 io.output(io.open("Txts/scene.txt","w")) io.write("01") io.close() This code will create a text file called scene.txt and write a line which says '01'. If the value changes it will overwrite the file, eg. '02'.
  17. As Pixel said.. Especially important for lip-syncing. (Mouth and face movement in time with recorded voice-overs. ie. for Characters that speak).
  18. ZioRed, Nice that works and I'm sure I can adapt it to my specific needs. Thankyou.
  19. Hi ZioRed, Thanks and when I do that the error of course disappears but not the object so I must have something amiss in the variable. I tried the below as well but the object does not toggle on and off. Perhaps it is not possible to hide an object when it is parented. local vwep = LoadMesh("abstract::object1.gmf") --inloop-------------------------------------- if KeyHit(KEY_F5)==1 then if showthing==0 then local object=0.6 vwep:SetParent(fw.main.camera,0) vwep:SetPosition(Vec3(-0.0*object,-0.01*object,0.45*object),0) showthing=1 vwep:Show() else showthing=0 vwep:Hide() end end
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