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Everything posted by SarperSoher

  1. I think until an easier approach is implemented you can use the "Appearance" tab in the properties area for a given model to assign materials. I agree with the second suggestion.
  2. Until something similar is integrated into the editor you can create pivots for that functionality. Also you should make sure they are positioned at world's zero so the local coordinates don't get messed up if you ever need to use them.
  3. How do you move the character? Are you using SetPhysicsPosition too or just Move? As far as I know, you have to set the physics position to the player's position too otherwise it's not updated and stays at the start position. Also I guess you would have to move your character in UpdatePhysics function.
  4. Unreal Engine has content culling. It does not load the unused assets in the packages in the editor by default and does not include them in a build afaik. Don't know about the Source, maybe it's a limitation about the mods. My point is, someone said it's impossible for the engine to know which assets are used and which are not, so I've proven that it's possible. And what is your point?
  5. My apologies then, seeing that you're in the "Developer" group, I thought you had it. Actually all the engines I know of remove the unused assets on build. If you reference an asset in a script it's count as being used.
  6. Well instead of opening a thread in the forum for it and waiting for answers wouldn't it be much quicker to build a project and take a look at the resulting file hierarchy in the installed game? As far as I know Leadwerks does not omit unused files on build currently, just does not load them if they are not used in a map.
  7. Why can't you just add a list of ALL of them with their descriptions to a shader reference self-explanatory or not? You want some great looking shots filling the gallery to promote the engine right? Help the shader developers! I mean most of the API is self-explanatory but they are there in the documents with unnecessary amounts of code examples for both C++ and Lua and a butt load of description. This is lazy, do the Right-Thing-To-Do as Carmack's fond of saying
  8. Right click on an object in the scene tab and click to the "Go To" option or press CTRL + F.
  9. Also I'm seeing some other uniforms in "diffuse normal specular" shader. Like "materialcolorspecular, lighting_ambient, buffersize etc.
  10. How about the input attributes? vertex_position, vertex_color etc?
  11. Wait you are saying the health display is above it because you have the code written after the vignette but ammo is below it and how you can make it so that it's displayed above the vignette? You already know the solution as it appears.
  12. Start playing around with the scripts, change values and run the game to see how they effect the output. Ask here if there is something that won't make sense to you. Once you are bored of fiddling with the other scripts, try to create your own scripts from scratch. So break things, fix things, experiment with things and before you know it you'll learn a lot.
  13. So you can do this and it will work just fine in any script; function Script:PostRender() local context = Context:GetCurrent() context:SetBlendMode(Blend.Alpha) context:SetColor(1,1,1,1) context:DrawText("Ammo ",92,92) context:SetBlendMode(Blend.Solid) end
  14. That wouldn't respect occlusion (What if the player's behind a wall?) , multiple raycasts is a better solution.
  15. Good idea, I'm currently more interested in the ability to run Leadwerks generated Lua interpreter of a chosen project directly from Sublime Text so I don't have to switch back to Leadwerks every time I want to test the application. I'll look into it once the completion file is done.
  16. There is so much more that should go into developing the engine in my opinion. Such scripts should be made by the community.
  17. I agree and there is much more space for improvement there. Personally I moved to Sublime Text 2 and working on my own completion and snippet files. Plan is to release them here once they are done. I also integrated the Leadwerks API highlighting and auto completion on ZeroBrane IDE but that is not so fun to work on compared to ST2.
  18. The quality settings do not appear the same in the built game. I guess they are editor only for now. Or maybe a bug? I also agree they should be exposed through the API.
  19. There is a default script file called App.lua in your project. You can change the resolution and window settings at where you create it. Looks like below; self.window = Window:Create(self.title, 0, 0, 640, 480, Window.Titlebar) You can set the AA on context creation self.context=Context:Create(self.window, 0) -- Second parameter determines the MSAA count. Check it out on the documents The other quality settings are changed through the editor options.
  20. So after a bit of research I've found this free (funded by donations) IDE called ZeroBrane Studio. It contains everything I need and is cross-platform. I will try my hand at implementing the Leadwerks API auto-completion and highlighting to it. I also think it may be possible to run the Leadwerks project through the IDE but I'll have to look into it once the other 2 features are done. I'll let you know of my progress here and share it freely.
  21. How would one go about integrating Leadwerks' API to an external Lua IDE so it can auto-complete API commands and color them accordingly? I know Notepad++ and some other text editors have plugin systems towards this but do I have to type in the commands one by one and set them in a plugin or is there an easier way to somehow import the API to a third party IDE? I'm aware it wouldn't be possible (or easy to implement) debugging the Leadwerks authored code but I would sure love to work on something like this as I dislike the white background and lack of some simple features like browsin
  22. Even in an empty scene I'm getting around 200-250 FPS. My computer is quite modern so I know it's not a limitation due to my hardware. Is there a hardcoded frame limit to the engine so it does not fry our GPU's?
  23. I'm not aware of any bugs and been using Blender FBX export happily for about 3 years now. Can you elaborate? Also Blender is not the only modelling package that export FBX files.
  24. Do you have any previous programming experience? If so Lua is dead easy. You'll be working with the API provided by the engine for the most part so once you are comfortable with the syntax it's all a matter of general programming knowledge and good usage of the programming documents here. When I'm stuck on how to do things on Lua I just refer to the language reference on lua.org. I have a very strong C# background though. Anyway don't waste any money on Lua books would be my advice. Best (and only imo) way to learn a programming language is to develop something in it. Pick a very easy
  25. Nope, I have a general dislike towards UDK's editor and workflow. Only FBX for both static and dynamic models. Modern GPUs support npot textures. It's a different story for mobile platforms. I'm yet to confirm if Leadwerks supports npot textures or automatically scales them to nearest values. What other editors for example? 3.1 Lua (Indie) version is already released on Steam. 3.1 Standalone C++ version is yet to be released with no dates. There is no networking out of the box. You would have to implement your own networking with the C++ version for
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