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Everything posted by Shirk

  1. Have you tried applying your second texture in the model viewer?
  2. Sounds quite ambitious. What skills do you have to offer?
  3. I figured out after I posted this that FindChild is probably used to tell where the muzzleflash should be on the gun, but my problem still remains as to how to get the gun positioned in front of the camera like the default pistol is. Whenever I load a gun it is always out of sight on my screen, and not directly in front of the camera like I would like it to be. Most games that Ive modded use a bone or camera that the code detects and places that in front of the camera. But Im not seeing anything of the likes here in leadwerks.
  4. Im having a bit of an issue when it comes to trying to figure out how to add a new gun using the fpsweapon script. Ive already made a new script for my gun, but Im really unsure how to actually get a functioning weapon with animations. Around line 58 within my weapon script is this line local tag = self.entity:FindChild("akm") Which seems to be how I load my custom model, but it is offset and Im not sure how to change that either.
  5. Josh said that the lighting only updates when there is physics calculated, like a box moving.
  6. When making a moderately detailed map its a pain to navigate through the scene tab to find something instead of searching around the map for it. It would be nice if the Scene tab automatically organized files into certain folders. All models go into the model folder, all CSG goes into the CSG folder, all entities go into entity folder, and all lighting goes into the lighting folder, ect. As well it would be nice for when you copy a csg, that it gives the newly copied csg a new number instead of having several "Box 8". PS are we going to have a grouping system like in Hammer?
  7. It would be nice to see the glowing parts of the texture actually emit light
  8. Im trying to add ambient sound to my level, but Im having a small problem with it cutting out. Basically the sound works fine when I start, but if I turn a certain direction, the sound just stops. Any idea why?
  9. Dynamic lighting would be best for lighting from the sun, and static lighting would be the best for everything else, even having the option to choose between static and dynamic would be the best option.
  10. I would much rather have the option to have a mix of dynamic and static lighting, or just static lighting/dynamic lighting. There are quite a few limitations I see with fully dynamic lighting.
  11. Make a box with the caulk texture, and then select the faces you want to make a skybox and apply the skybox material to it.
  12. Josh is against anything that needs to be pre-calculated like lightmapping.
  13. I would say just look at the flashlight that's already included. I dont think you can really light up the hands without them casting shadows though, which is a huge problem. One thing you can always do though is make another spot light entity just a few units behind the other one.
  14. Are you able to change the ambient lighting at all within a script? I could see that being useful for something like this. When you pull out your flashlight/lantern, the ambient light drops to 0, or when you crouch your "night vision" kicks in and the ambient lighting brightens up a bit allowing you to see in the shadows.
  15. I kinda figured part of it out, the editor wouldnt update the texture correctly so I wouldn't actually know when it was working or not. But now, my problem is that the transparent textures are too dark.
  16. I've been trying to figure out why my transparent textures aren't casting shadows and receiving any light, and just remain fully bright. I tried Shadmars vegetation shader, but it produces ugly textures and still doesn't receive any lighting. Any insight into why this might be happening?
  17. How do I enable textures with an alpha to cast shadows? I have leaves on a tree that arent casting shadows and it looks bad.
  18. I would like to see how to make recoil and random accuracy for the pistol.
  19. Although that is one way to do it, I feel that its limiting and would be a bad decision for performance, unless the model would be an instance and in that case wouldn't really be expensive at all. You also run into the problem of what happens when you get close, it will be a perfect outline of all the detail on the model, if it is lit it will still receive light (unless the texture is emmisive or doesnt receive shadows)
  20. You have to define what shadow mode it is, use self.flashlight:SetShadowMode(Light.Dynamic+Light.Static+Light.Buffered)
  21. I feel like that would limit me for when I want to run or something.
  22. Thanks for the reply! But that doesn't seem to change anything.
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