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Found 16 results

  1. Been delving more into the leadwerks editor lately, been working on some scifi materials made from some work I did as part of a texture pack I made quite a while ago. Currently compiling a texture material pack of these for leadwerks which will be available on the steam workshop for an affordable price. Just wanted to post a some screenshots of a cool scene I made with them! I also uploaded them to the leadwerks steam page. let me know what you all think! I am still fairly new to the editor and my laptop computer is not that great (scene ran slow) but I am saving up for a new workstation
  2. Took a break from 3d modeling work for the past few days, decided to play around with lighting and other effects in 3ds max to get a general sense of what types of environment/moods can be created. I made a material with some emissive maps and applied it to my simple cube scene, thought I would post it since it turned out pretty cool (3ds max rendering): More to come later on...
  3. As of just now, I have finished creating all of the individual color ID maps for the floor textures, seen below in my progress tracker. Next steps which I plan on carrying out (bolded are the ones I intend to focus on in the next month or so): Finish modeling wall textures (30 ish to go). Finish modeling a few detail textures. Create material ID maps for all wall/detail textures (60+ to go). Paint all diffuse maps using a common substance painter project file(s) to maintain consistency and allow for texture creation in an assembly-line fashion This wil
  4. Work is continuing on my upcoming scifi mega pack that is inching closer and closer to being released - today I decided to compile a few PBR materials that I created as some more tests in substance painter. The below images show a simple 3ds max scene that I blocked out in a few minutes as well as some renders from substance painter. Materials available in uncompressed PNG format and are 2k textures. They are also perfectly seamless and will tile in all directions. I am providing these free of charge to be used for shader testing in the new engine, your own projects
  5. I am very interested in buying Leadwerks Engine from Steam (only place it seems to be avaiable). However, I am completely new to game design and programming but have watched some videos on Youtube and just bought a C++ class on Udemy. I understand that using Lua and visual scripting will be easier to learn than C++ (described as hard to learn for beginners) from what I've read online. I have GIMP and Blender as my DCCs. Blender is hard to get into for me as I find the interface unintuitive but it is the only free option and I know about all the tutorials on Youtube about it and I
  6. roysizon

    ZombieZi

    A zombie shooter that deserves a try. Steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=691701780 Standalone version: https://hisham.itch.io/zombiezi Leadwerks Game Launcher: http://store.steampowered.com/app/355500/Leadwerks_Game_Launcher/
  7. Hey guys, Been playing around with leadwerks lately testing random levels, trying to learn the software. However one thing I came across is the fact that for some reason I cannot fire my weapon (unless I am holding the ctrl key) when I am moving my character around with the WASD keys. I made sure it was reloaded too. I tried looking at the FPS controller script, however I do not know where I can find the specific code that seems to call for the ctrl key being depressed in order to fire my gun while moving. I want to be able to strafe around and fire my weapon at the same time without i
  8. Hey, So I have downloaded a couple weapons that are similar in format as to the autopistol that comes with Leadwerks. How would I get them working as such to be able to pick them up during game and swap/add to the FPS player? I tried playing around with some settings but couldn't figure it out. Thanks
  9. I've created a custom fbx model and imported it, then set it up similar to an existing melee prefab. This is wired up to a pickup object running PickupWeapon.lua, with it's VWep value set to the exported prefab of my custom model. Here are the two prefabs on the scene for visual comparison: These are the settings for the custom prefab root: The original machete prefab had the second rotation value set to 180, but because my model appears to be 180 degree turned, I have it set to 0. The issue I'm running into is that when the pickup triggers, it seems to work -- th
  10. Just had a few questions regarding Weapon sizing and animation FPS. First, when importing a weapon and getting it all set up, how small should the weapon be? What I mean is if it is too big when playing in-game the model will go though the walls, so I just wanted to know if there is a general size recommendation or if it's just trying till it works. Second, when it comes to animating a weapon, what fps should I be focusing on? I use Blender to animate and I use 30 FPS to view the animations. That's about it thank you for any help
  11. I'm running LE on Ubuntu with AMD driver. Now, I have 2 issues, a minor and a major one. Firstly, VSync does not seems to work (yes, I've set Context:Sync(true)). Secondly, when I start LE after rebooting, it's quite fast. I get around 90 fps with water included on simple maps. Quite satisfactory. However, after a LE restart or two (or after a longer session without a restart), I get around 35 fps even when there are no objects in the map. The only solution is to reboot a computer. Any ideas? Thanx! EDIT This happens when I plug in external monitor to my laptop regardless wheth
  12. MarkusR

    Follow

    hi josh, please take a look in the. Follow function. there must be something wrong. this function runs as thread in background until stop is used. 5 zombies waste 40 frames if follow is used. this in my 10x10meter test area. today i had time to edit the copy of the monster ai script and disable parts with functions keys to see what happens. (means skipping the world and physics update loop) ps:i using the beta because its better than the normal version and me is magnetic for issues me using the engine since offer at steam.
  13. If I use the TriggerChangeMap script without any weapon equipped it works fine. When I pick up a weapon from the dlc FPSWeapon pack or start with autopistol prefab I get an error " Lua error: stack overflow " when trigger is activated. I also noticed an error with the dlc melee weapon equipped and trigger map change I get an error "attempt to index a nil value Line 268. " I corrected it by changing the second self.emitter release number from [1] to a [2] in the function script:Release() section of the FPSMeleeWeapon script. Thank you for all help in advance, Kirk
  14. I thought you should know that the last update rendered the default fpsplayer code unable to look up or down. I have my own fps code I use, but thought I should tell you. Thank you.
  15. I have placed the FPS Player prefab in my scene but when I run the game I'm in freelook mode. How do I fix this?
  16. Hey, I have a problem that I must say, puzzles me quite a bit. when I opened my game after an update 2 months ago I recieved the error: Error 1 error C2668: 'Leadwerks::Entity::SetPosition' : ambiguous call to overloaded function 3 IntelliSense: more than one instance of overloaded function "Leadwerks::Entity::SetPosition" matches the argument list: function "Leadwerks::Entity::SetPosition(double x, double y, double z, bool global = false)" function "Leadwerks::Entity::SetPosition(float x, float y, float z, bool global = false)" argument
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