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Everything posted by slick29

  1. How would you switch the emission map on and off to simulate toggling the light?
  2. Sorry for the late response. Idk if you got your answer, but you would just make the entire emission texture black with the parts you want illuminated a plain white color (or what ever color you want)
  3. I'd settle for vertex snap in the editor. Here's to crazy wishes.

    1. Show previous comments  1 more
    2. JMK


      Yes, and now we can debug Lua from VSCode so we will be able to debug editor scripts outside the editor, which will be a lot better for developing extensions.

    3. Slastraf


      In unity you can write your own tools really easily. I wish a similar system would be available in leadwerks. 

    4. JMK


      You will be able to in the new editor. Lua will function similarly to MaxScript in 3ds Max.

  4. slick29

    PBR in LW4

    You can try this as well http://www.martinkearl.co.uk/2017/05/leadwerks-pbr-2.html
  5. How are LODs currently being handled in LE4? I remember seeing tutorials on this in previous Leadwerks releases but not sure if the system has changed.
  6. Looks great! Better than just the weapon tilting a bit as the character rotates.
  7. @ErhanK Can we see an updated screen capture?
  8. @Josh thanks for the reply. I just swapped the spectator.lua file for the FPS script.
  9. I receive this error message when I try to launch The Zone DLC map
  10. Been looking for a program other than Crazybump to create high quality materials for a while now. This one seems like the first worthy contender as an alternative. Just thought I'd share http://www.boundingboxsoftware.com/materialize/index.php
  11. The new Doom uses Vulcan & Open GL and was released on Xbox One
  12. Any chance I could be pointed to any more details on Leadwerks and sprite sheets?
  13. slick29

    Using fonts

    I realized this just after I posted. Thanks again
  14. slick29

    Using fonts

    I've managed to implement the suggestions Macklebee (many thanks again sir) suggested concerning formatting the ammo count. I've tried both putting a "0" before single digits and using an " if " statement but prefer how it looks without a "0" in front of the number. My question is how do I format it so the number's position changes >100, < 100 and below <10. This is what I have so far. I only get results >100 and < 100. HUD_01.lua
  15. slick29

    Using fonts

    I was going the "if" "else" route but couldn't seem to get it to work. I'll try your suggestion. Thanks again.
  16. slick29

    Using fonts

    How would I go about centering the clip count when it goes below 10? It's in the right position with double digits (screen capture on the left), but jumps to the left of the HUD when it's 9 or less (screen capture on the right)
  17. slick29

    Using fonts

    Thanks for your help and the quick response. I implemented your changes and that did the trick. It now looks like it should. Cheers !!!
  18. slick29

    Using fonts

    Here's my code. I'm trying to have three different sizes, health, clip size and total ammo. HUD Manager_02.lua
  19. slick29

    Using fonts

    Anyone know why my font (it's supposed to be Arial) shows up like this? Doesn't look like it should
  20. slick29

    Using fonts

    Anyone know why my font (it's supposed to be Arial) shows up like this? Doesn't look like it should
  21. There should be snap to vertex or other snap features implemented when placing models in the editor. The current system seems a bit difficult to reliably use. Are there any tutorials that cover this?
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