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Showing results for tags 'brush'.
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As i understand it now, the maps made in the editor aren't compiled... Would that make the ingame engine able to edit and save or replace .map files? Im intrested in an "Multiplayer VR Map builder"
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Hi everyone. This is my first attempt at making a level. I know it's just a simple map, and I don't plan on using it to make a real game, but it's just to practice my new skills. Anyway, I started an "Advanced First-Person Shooter" project using that template, and it automatically created two boxes, a floor and a block. I've programmed for years, but I've never been serious about game design until about 2 weeks ago. I decided to give Leadwerks a try after a website listed it as a decent game engine ( --- that also runs on Linux --- ) emphasis added. I have a few questions: 1. Do you suggest I leave the "floor" box at that elevation? It looks like its top side's y coordinate is at 0, if I'm assuming the correct coordinate system. I can see the grid on the top face of the floor, which looks bad. 2. Should I leave the thickness of the floor alone? It looks like it protrudes below the grid plane a ways. Are there good reasons for this? 3. When I have multiple projects, do I have to install addons for each project? That would waste a lot of storage. Is it possible to leave these models/materials/prefab/etc. in a higher parent directory, so that they can use them without wasting unnecessary storage capacity? Thanks, looks awesome so far.
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Add the attached caulk prefab object to an empty map. Now move or rotate it. Letters will "slide" off the brush face. Texture lock is enabled. prefab.zip