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About karmacomposer

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  • Birthday 03/09/1968

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    Florida, USA
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    Movies, Books, Composing Music, Video Production

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  1. I will try to make it on time - will be out and about at 12pm (EST) in Florida. Mike
  2. When you bring a medkit into Leadwerks as of the new beta, they float into the air when running the game. Attaching this script makes Leadwerks crash to windows when trying to use the Medkit. Script.health = 15.0 --float "Health" Script.useOnce = true --bool "Use once" Script.ReleaseTimer=0 Script.ReleaseDelay=5000--float "Corpse Time" function Script:Start() if self.health < 0 then error("Health can't be a negative value.") end end function Script:UpdatePhysics() if self.ReleaseTimer ~= 0 and self.ReleaseTimer < Time:GetCurrent() then self.entity:Release() end end function Script:Use(player) if player.script.health < player.script.maxHealth then player.script:ReceiveHealth(self.health) if self.useOnce then self.entity:Hide() self.ReleaseTimer = Time:GetCurrent() + self.ReleaseDelay end end end This worked 100% in the stable version of Leadwerks 4.6. Mike
  3. I tried creating a steam vent in Leadwerks using particles and it just looks too blocky or bubbly (word?). I want realistic thin whispy steam (like controlled fog) in a conical shape that seems to be seeping out from a pipe. Any advice or presets for this? If someone could just tell me what kind of particle and what settings would make this work would be a godsend! Thank you. Mike
  4. Actually, the elevator would be a level or you could use LE's excellent world builder to create a very large vertical shaft and then drop it very slowly to make it seem to go farther than it actually is. You could use animated textures to also give the illusion of travelling down. The shelter could be at the bottom. If you want rocky walls, there are cave construction kits that have this in a modular fashion. Look at www.arteria3d.com for excellent modular kits for Leadwerks. Mike
  5. Voxel terrain is a fantastic way to create caves, overhangs, cliffs and entire procedural games in some instances. Look at products like VoxelFarm, which can be implemented at an extra cost for various games engines and has a SDK. I would love to see Voxel Terrain implemented in Leadwerks.] Mike
  6. What you are asking for is called voxel terrain. Leadwerks does not have voxel terrain. You COULD create a ground plane and then programmatically perform a CSG substraction for the hole (not sure if you can perform editor function in code). But what you are really looking for is voxel terrain - which allows you to add or subtract terrain through the use of blobs - not to be confused with minecraft, which is a blocky version of voxel editing. There are engines and tools to create voxel terrain, but only an engine would allow you to terraform in realtime. For Unity: https://www.assetstore.unity3d.com/en/#!/content/8131 VoxelFarm: http://www.voxelfarm.com/index.html We can ask Josh if he can implement VoxelFarm into Leadwerks - right now it's available for Unity and Unreal out of the box and it does have a SDK. That's about it - there are a LOT of solutions for Unity, but none for Leadwerks. I, for one, would LOVE to see voxels implemented in Leadwerks. Mike
  7. I have instantiated water, but how do I have items have buoyancy? I need debris to be in and floating on top of the water. I'd also like to have the water greenish and hard to see through. When I use the color picker and alpha values, I just get highly reflective water. Is it possible to alter the water through programming? Obviously, water is a big part of this level and Leadwerks has VERY limited water. It would be great to have water with physics and lots of options (rivers, oceans, waves, etc). Mike
  8. Thank you. Got the fog working perfectly and the particles kick tushy!!! Very atmospheric now. Mike
  9. Do you put these in each project's folder or in some main leadwerks folder somewhere for all projects? Mike
  10. I'm looking to create a dark green fog that is very dense (sewer system), but I keep getting a too bright green when dense or almost no fog when I let up on the alpha value. I am confused as to HOW to get the RGBA values - it's not like I can grab them from photoshop and input them - they seems to be 0.v, 0.v, 0.v,0.v where v = some value. I know they are in order (R, G, B, A), but I have no idea how to get a specific color with this format. How do I set this predictably? Here is the code: What is the correct settings for a very dark green dense fog (and i'd love floating particles in the air as well - how would I do this in Leadwerks? Mike
  11. I am loving your tutorials, which I JUST found. I would love to learn how to create my own FPS controller with walk, run, jump, swim, climb, double jump, fight, etc. in Lua. Mike
  12. Would it be possible to create a low poly surface model whether inside Leadwerks with the built in modeler or outside Leadwerks and then apply a water shader to that and adjust amplitude and what not to create waves? I wonder if it would be possible to define a under-water-like scene when going underneath the low poly surface with caustics and reduced gravity/physics - as if under water. How would we best achieve this since Leadwerks does not have this...yet? Mike
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