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About gamecreator

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  1. Unfortunately, there are two problems with the documentation: 1. It is incomplete. The last several updates, especially, are rather lacking (i.e.: there are zero GUI examples for C++). And many functions that are in the documentation don't have examples. Some are straightforward and honestly don't need it, others aren't. 2. Some functions are intentionally undocumented because they're unofficial. I think this is the case for the above function(s). However, as far as I can tell, there is no way to know if a function is undocumented because Josh forgot to/chose not to document it or that it's really unofficial.
  2. You can use world:GetEntity() to get each one. There's an example using it here: https://www.leadwerks.com/community/blogs/entry/1866-common-bottlenecks/page/2/?tab=comments#comment-8055
  3. Whoa. Didn't know you were so close to the action.
  4. Anyone know where I can find decent desert cliffs/rocks?  I've scoured Turbosquid and Sketchfab but no luck.  Preferably free but I can spend a little money on it.

    1. Show previous comments  1 more
    2. Thirsty Panther

      Thirsty Panther

      Check out ChrisV desert pack. I think it had some desert rock textures. https://steamcommunity.com/sharedfiles/filedetails/?id=271493490

    3. Josh


      Did you comb the desert?


    4. gamecreator


      Thanks for the reminder Panther.  I'll take another look at that.

  5. Things don't have to be complicated to be functional. How many functions you create and how many arguments they have are in your hands. Though I'm sure someone will be happy to create a wrapper. Edit: you could also have a visual GUI designer but I know that's pushing it.
  6. This is what Borderlands 3 does. It's a good system.
  7. Sadly, I don't think there are options to help with this. I hope I'm wrong but I believe the brush size is limited to the maximum slider size and the terrain view distance can't be increased. I tried to see how fast I can paint a flat 4096x4096 terrain and it took me several minutes to awkwardly fly around and paint, area by area, sometimes not being sure what areas I've already covered (since you can't see all of the terrain). This is after I sped everything up to maximum under Tools menu, Options, Viewports, Camera section and I held the Shift key to move around as fast as possible. Working with this map size is very difficult. That said, consider that perhaps your map size may be too large. I remember Jen thought that she would need a huge map and I think she said 512x512 was still too large for her project, after some further thought. Consider putting some temporary landmarks at the edges of the map and see how long it takes you to get there with reasonable speed, even in a vehicle.
  8. I think this is the situation with everything it does. It does an OK job estimating (and much better than just upscaling) but it can't make up for all missing details. The arch and your original image were blurry too; obviously the original images would be much more crisp and detailed. That said, this might still be helpful if you already have a 1024x1024 image and you want to make it 2048x2048, or from there to 4092. I suspect the more detail it already has to work with, the better it'll do.
  9. Curious how it would do with this grass texture: This is the original (from here) Of course, the next natural question is how it does with upsizing seamless textures. In other words, does it introduce seams?
  10. It still has a long ways to go but it's definitely an improvement of just resizing up. I would encourage you to get a true, crisp, 2048x2048 (or any dimension large image), downsize it, then use the downsized version to scale up. Then compare your results to the original 2048x2048 texture.
  11. Hmmm. Here's what generate convex hull creates for a test scene: And here's what convex hull in the model editor creates: Edit: it seems like that for the model editor, Josh removed the consideration for multiple children and treats the entire model as one.
  12. It seems to do something similar but gives different results than the options in the model editor. I'm a little confused. 😟
  13. Neat trick. Thank you for sharing and the nice, detailed presentation!
  14. There is that question too. I thought we were talking about free, hobby projects.
  15. Agreed. That's the ideal situation. I think it makes sense too for the project to be small enough that one person should be coding and likely the same person directing everything. Once you found a leader/coder the rest should be map designers, artists, musicians, sound, etc. It's also very important to keep things moving. You can't wait two weeks for someone to maybe finish something.
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