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BenH_76

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Everything posted by BenH_76

  1. Yeah, until Josh implements my original feature request I suppose I will try to lightmap my entire level in Modo. However, if the LE3 editor workflow is supposed to use a Brush/Mesh hybrid system then it makes sense that both should seamlessly be able to use lightmaps generated from the LE3 editor. Although I understand that the engine is still technically in beta and Josh will add these types of features in the (hopefully not too distant) future. It could work like the attached image maybe...
  2. I don't like this workflow. You bake lighting in Blender and then also have lighting on brushes in Leadwerks 3? The lighting won't match up. LE3 should work as UDK does... create 2nd UV set in modeling program and then import model. Then LE3 bakes lighting into 2nd UV set.
  3. It would be really great if we could export the selected brushes we create in Leadwerks as obj or FBX. It would be really helpful to have a reference for the level when creating the detail meshes in Modo/Max/Maya.
  4. It would be nice if we were able to have the option for lightmapped materials on imported meshes. We could generate the 2nd UV set in our 3d app (Modo in my case) and then our Leadwerks lightmaps would bake into the 2nd UV set. It is a very good workflow.
  5. Use the Leadwerks Updater in your client area.
  6. It worked, thanks for the help!
  7. I've been so busy playing around with the editor that I never actually tried to press "Run" . I get a "Failed to launch" error when trying to run it from the editor. Then I tried to compile the project in Xcode and I get a "There is no SDK with the name or path 'macosx10.7' " error. I didn't want to post this as a bug because it is probably something stupid on my end. How to run a project without errors? I'm on OSX 10.8.3
  8. It crashes every time when I right click in the gray area of the scene properties tab when I have an object selected. OSX 10.8.3
  9. This latest build is great for me so far on OSX. I am no longer encountering any of the bugs. Great job!
  10. I thought this might be helpful for any fellow Modo users. Here are the proper grid settings in Modo if you want 1 unit from Modo to be the same as 1 unit from Leadwerks...
  11. Any progress on these 3 bug fixes yet? And when you do upload a new build, how do we find out about it? Will the engine automatically update? Will you send an email to developers? Should we check the forum? Thanks.
  12. I think it would be great if there were a complete tutorial for a simple FPS game or something. Nothing too complex is needed, just the basics. Any chance of this in the near future?
  13. BenH_76

    Post-GDC Wrapup

    Great job. Looking forward to the bug fixes.
  14. Thanks for the reply. Sorry for bitching so much lol, was just frustrated. Anyways here are the main bugs I come across... -When creating a new folder and renaming it it doesn't change, I have to restart the editor for changes to take effect. -When saving a material from the material editor it crashes -When resizing and saving a model from the model editor it crashes Those bugs make it very hard to work with.
  15. There isn't enough time in the day to submit all of the bugs and crashes I have encountered trying to use this engine. Just use the OSX version for 10 minutes and you will see all of them. I'm sorry. I tried to give it a chance and work through the bugs, but I can't even use the damn thing for a minute straight without it crashing. It is clear that the OSX editor was not tested at all. Obviously Darkness Awaits was built on a PC and just published on a Mac for the iPad version. There is no way any game can be built using this OSX version. I will wait until a new update before I give it another go, but please before you release the update try and actually use the OSX version first.
  16. The Maya navigation has become an industry standard for many art apps. Even Unity uses it. Navigating around the Leadwerks scenes is painful for someone who uses Maya style navigation all day. For instance, I use Modo as my art app and they offer Maya style navigation in their preferences because it is so popular. I believe Blender offers it too. You could have the default Leadwerks navigation as it is now, but it would be great to have an option to switch to Maya navigation instead. Just for reference.... Pan: Alt + MMB Orbit: Alt + LMB Zoom: Alt + RMB Focus on object: F
  17. Yes I also have this problem. I have to restart Leadwerks every time I import an asset just to see it in the Asset browser. Ridiculous. Using OSX 10.8.2 .
  18. I open the Model Editor to resize a model and then I save it. I then close the Model Editor window and the program crashes every single time.
  19. I got the email at my icloud address last night with my registration key, but when I click on the links in the Client Area>Purchases section I get an error. I am unable to download the updaters.
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