Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

3Dski

Members
  • Content Count

    52
  • Joined

  • Last visited

Community Reputation

4 Neutral

About 3Dski

  • Rank
    Advanced Member
  • Birthday 10/01/1957

Profile Information

  • Gender
    Male
  • Location
    Dallas, TX
  • Interests
    Playing music, programming and writing.
  1. What technique would work best for adding details to a surface that already has a tiled texture added to it? More specifically, let's say there are random puddles of liquid, or dirt spots that you want to place over a surface that generally has a tile-able texture/material applied to it. Would I have to create a model, that's simply a plane, with the special material/shader applied to it, on top of the floor (wall, ceiling, etc.)? If this planar model approach is the way to go, is there a way to snap it to the surface, as to not have it sink into the floor, wall, etc.?
  2. Add me to the list of folks suffering from this annoying problem. I'm going to try a reboot now and hoping this works. [EDIT] OMG... Rebooting fixed it! Weird.... and annoying! Glad it works now, but it sure messed with my work flow : )
  3. 3Dski

    Prefab Creation

    In most editors, a "group" operation exists, which would be necessary to use separate geometric objects to form a single unit, or prefab. When starting to work with Leadwerks editor to create some prefabs, I was totally lost, because I couldn't find a "group" operation. When I looked for information about creating a prefab in the documentation, it only instructs you to select a single object and use the context menu to select, "Save as prefab...". This info didn't help me, since my real issue was understanding how to tell the Leadwerks editor that my collection of objects was intend to be
  4. Just reading this, though its an older post, because I was wondering the same thing. I don't know if a ray cast would be necessary if you follow the scheme I've seen followed by other games, where the ladder is actually wrapped by a specialize collider. Then, it would seem a flag could be set to tell if you're on the ladder, which would then allow moving up/down. But, you'd still need the logic that would stop you when you from moving into the floor/ceiling. Some engines I think have ladder handling built in, based on an invisible ladder texture used to wrap the bounding box of a ladder (l
  5. Great summary, YouGroove! I actually sat down and went through SD's "Getting Started" series and saw this. I can see where you might be able to come up with a similar node based workflow inside Blender, but SD may be more user friendly. For instance, I know that you had to tweak a lot of settings in Blender to create a normal texture, but they may have streamline this and similar texture creation features. Both routes will be a learning curve for me. As a side note, I played with Houdini a bit, but I don't have a version that will export to usable formates. It, too, is procedural based,
  6. I got a copy of SD in hast and now trying to figure out how it can best be used to export textures that can be used by other engines like Leadwerks. It sounds like you'd have to work in such a way to limit outputs to diffuse,specular and normal to be used in such applications (apps that don't support the SD plugin). If you were to export from the final node, it sounds like every thing is simply baked into the a final, flat bitmap, so limiting its usefulness. In contrast, if export of these mapped textures (diffuse, specular and normal) can be exported to a single atlas, then that would be of
  7. In case xeranas, or anyone else who was wonder has this same question.... This exported creates a Leadwerks MDL, as opposed to exporting to FBX and Leadwerks having to convert that.
  8. I have the Leadwerks Indie from Steam working, as well as an install of 3.2 Windows. I'm trying to get more involved with Leadwerks and noticed that the projects of both are in the same location. Is this OK, or will i cause a problem? I guess personally, siince the Indie version is strictly Lua based, part of me would like to keep these projects separate from the regular Windows version of Leadwers. But, it looks like I'd have to export them to a new location as necessary, then import them back into the manager.... sound like best way to accomplish a separation between Indie and Windows
  9. I figured it would something like that and sounds like it would be just playing around to get the force and direction correct. Then, I'd just have to figure out if can/should just animate the texture in the FBX.
  10. I'm here because I was searching for information on moving a texture. Actually, my intent was the idea of creating a conveyor belt. But, then I wondered how to implement the motion. I suppose you could set up physics in such a way as to cause the player to slide across the surface at the same speed as the texture... Do any of you have experience with this implementation idea? UPDATE: As an alternative, I could create the belt as a animated model. But, then I have to figure out how to implement the interaction between things and the belt motion???
  11. I had Leadwerks 2 Windows version on my system. Then, I purchased the Leadwerks 3 Game Engine on Steam and never tried the my Windows version after I tried to upgrade it. I think part of the issue was both installs look at the same "projects" directory, so things just got really out of sync for the initial load. I'm currently work only with the Steam Leadwerks 3 engine (Lua) so haven't tried the full iteration with VS C++, but I at least got the editor craziness resolved with a fresh install of the Windows version. No this doesn't help, but just confirmation that some weird things can happ
  12. 3Dski

    GUI

    I'll have to look around more to see what those options are and see what features they provide. Especially since I thought/think Agrror's solution was only C++ based.
  13. 3Dski

    GUI

    I thought I read that Agrror's solution was for C++ only, I didn't include associated Lua. Regardless, I do think if there was a bit more documentation on how the Leadwerks Game Engine architecture pieces fit together with Lua scripting, creating a custom GUI wouldn't be so bad. I'm familiar with Lua and general GUI logic, so I was able to invest some time and finally came up with some highlevel toolbar GUI handling logic in a script that can be attached to a Pivot object. It took me a few hours of hunting through the docs and an evening of coding (including some clean-up) to have a solid f
  14. 3Dski

    GUI

    I have to admit that I'm not a hardcore Leadwerks developer, but I am an experienced developer, and now that I'm investigating it again I have to admit I've been a bit frustrated with information fragmentation, and this might not seem so apparent to those who are familiar with the layout of Leadwerks. Also, there's been a couple posts where there is a disconnect with solutions, as they relate to Lua and C/C++. In regard to a scripting solution, I've seen a great Youtube series on HUD development, which I think is a great basis for drawing. Next, I think it should be made more evident in doc
  15. I think when most people think of a mesh/shape, they think of a all inclusive wrapper for a visible objects, but is there a of rule that says it has to be contiguous? I've not tried this yet, but couldn't you simply have a mesh that's actually composed of adjacent blocks that only cover walls the player would come in contact with, leaving spaces in between to account for passable doorways or windows? Is this idea a realistic approach, or have I got it wrong?
Facebook Twitter Youtube Github Steam
×
×
  • Create New...