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

Search the Community

Showing results for tags 'vegetation'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Categories

  • Models
    • Animals
    • Barriers
    • Characters
    • Containers
    • Environments
    • Furniture
    • Props
    • Rocks
    • Vegetation
    • Vehicles
    • Weapons
  • Materials
    • Brick
    • Cartoon
    • Decals
    • Dirt
    • Grass
    • Industrial
    • Medieval
    • Metal
    • Plastic
    • Plaster
    • Rock
    • SciFi
    • Sky
    • Signs
    • Tile
    • Stone
    • Walls
    • Wood
  • Plugins
  • Scripts
    • GUI
    • Object
    • Utilities
  • Shaders
    • Post-Processing Effects
    • Surface
  • Sounds
    • Ambience
    • Effects
    • Music
  • Tools
  • BATTLE LEAGUE's Assets
  • BATTLE LEAGUE's Mods

Blogs

  • Development Blog
  • Canardian's Blog
  • Beyond Civilization Blog Ext
  • Tyler's Blog
  • macklebee's Blog
  • B-Byrnes' Blog
  • Marleys Ghost's Blog
  • omid3098's Blog
  • Richardsimpo123456's Blog
  • DJDD's Blog
  • Rick's Blog
  • --
  • xtreampb's Blog
  • Economically Disadvantaged
  • Eternal Crisis
  • klepto2's Blog
  • Lazlo's Blog
  • Old Blog
  • Chris Paulson's Blog
  • Davaris' Blog
  • nil
  • Rekindled Phoenix's Blog
  • Flexman's Blog
  • Kattemaksu Online
  • ZERO
  • Marcousik's Creations Blog
  • EVE LBS Studio
  • Rendering puzzles
  • Screen Size Utility
  • Niosop's Blog
  • 1299 RTS Game Project
  • Blitzbat's Blog
  • gordonramp's Blog
  • Andy Gilbert's Blog
  • Marcus' Blog
  • JornAggror Blog
  • diedir's Blog
  • wayneg's Blog
  • Masterxilo's Blog
  • Dave Lee's Blog
  • peubuy's blog
  • OD Arts -Leadwerks Blog
  • The progression......
  • Leadwerks Company Blog
  • The Progression
  • Pancake's Blog
  • Test Blog
  • BLaBZ Blog
  • Pure³d's Blog
  • dreamhead Blog
  • RVL's Blog
  • DB's Blog
  • Toxin Games Development Blog
  • CombatHelo Blog (RSS Import)
  • Foolish's Blog
  • ZioRed's Corner
  • Toxin Games Twitter
  • Shard - Third Initiative
  • Shard's Blog
  • Soamp's Blog
  • Soamp's Blog
  • Laurens' Blog
  • JT`s warehouse district
  • Kennar's Blog
  • KiteFuchs' Blog
  • KiteFuchs' Blog
  • Rachel's Dev-Blog
  • Eagle's Blog
  • zaphos' Blog
  • please delete this blog
  • Afke's Blog
  • Richard Simpson
  • knowledgegranted's Blog
  • EdzUp(GD)'s Blog
  • aGameLife's Kelasel MMORPG Blog
  • tournamentdan's Blog
  • Beyond Civilization Blog
  • smashthewindow
  • AnniXa's Blog
  • AnniXa's Blog
  • Elemental Development
  • DigitalHax Blog
  • Aria's Blog
  • Strogg76's Blog
  • Clackdor's Blog
  • Leadwerks Project Status
  • simpleprogrammer's Blog
  • Pathfinding in LE.2.x
  • Naughty Alien's Blog
  • smashthewindow's Blog
  • Ali Salehi's Blog
  • Jardar's Blog
  • Chris Vossen's Development Blog
  • Scarlet Thread Studios' Blog
  • Kronos' Blog
  • Benton's Blog
  • ChrisV's Blog
  • tjheldna's Blog
  • shadmar's Blog
  • 3D Masons, LLC
  • Andy Gilbert's Enviro Models
  • ParaToxic's Blog
  • NarkLord's Blog
  • ChrisMAN's Blog
  • ChrisMAN's Blog
  • CGMan's Blog
  • The Game
  • Chris Tutorials
  • Leadwerks 3 Experience
  • An Alien Saga
  • klepto2 & Leadwerks 3
  • Inside the mind of eternal insomniac
  • josk's Blog
  • Shader Development in Leadwerks 3.1
  • 3D Coat : Column game making of
  • Einlander's Blog
  • Ginger George's Blog
  • I have a problem
  • Michael_J's Blog
  • nasamydifol's Blog
  • Digman's Blog
  • noesisGUI
  • SavageDogg38's Blog
  • Built from Ruins
  • Remaining Days
  • test_external_blog
  • The Hunt For Food Blog
  • Crazy Minnow Studio
  • CrazyMinnowStudio
  • Guppy's Blog
  • Playing Online
  • Evayr's Blog
  • DerRidda's Blog
  • Karl's Blog
  • whiterabbit's Blog
  • Tinyboss Games
  • abendkleider's Blog
  • sacguccireplica's Blog
  • Arena
  • Imchasinyou's Blog
  • xtom's Blog
  • Lua is better than you think.
  • mdgunn's Blog
  • Crime Closer
  • lxFirebal69xl's Blog
  • Wedmer's Blog
  • Lockdown, going forward.
  • Pump-Action Captain
  • Igor's Blog
  • Dead Anyway
  • MrShawkly's Blog
  • reepblue's Blog
  • ScrotieFlapWack's Blog
  • LUA Musings
  • severjack's Blog
  • mikeporter's Blog
  • miko93's Blog
  • Megalocerous' Blog
  • lxFirebal69xl's Blog
  • aiaf's Blog
  • Lostghbear's Blog
  • echo $BLOG_NAME > blog_title.tmpl
  • johnadam111's Blog
  • Dwarf Beard
  • burgelkat's Blog
  • Charrua's Blog
  • peterpaul's Blog
  • joshmathews' Blog
  • Martin Kearl's Blog
  • Brutile's blog
  • tipforeveryone's Blog
  • Glushchenko Blog
  • Express Lab Games Blog
  • Blueapples' Blog
  • DooMAGE's Blog
  • Structura devblog
  • jen's Blog
  • martyj's Blog
  • Dragonfreak's Blog
  • Brutile's Blog
  • assigmenthelp
  • Case Study Assignment Help
  • How to deal with bad grade ?
  • How to deal with bad grade ?
  • GameDev Blog
  • devcjohnson's Blog
  • devcjohnson's Blog
  • THE WHAT? Blog
  • The Demurian Scribe
  • GUI Editor
  • GUI Tutorial
  • The Seventh World
  • Phodex Games Blog
  • Leadwerks VS Source 2
  • Work in Progress - Scifi PBR Media
  • [C++] First Player game start
  • The shock absorbers
  • Snowboarding Development Blog
  • BATTLE LEAGUE's BATTLE-LEAGUE BLOG
  • Away from Home's Release Alpha
  • Away from Home's Dev Log
  • Away from Home's Gallery
  • Between The Realities's Blog
  • Vec-Tec's Vec-Tec Blog
  • TheUnityOfTrade's 3D Models

Forums

  • Leadwerks
    • Technical Assistance
    • General Discussion
    • Programming
    • Game Art
    • Suggestion Box
    • Bug Reports
  • Platforms
    • Windows
    • Linux
    • Mac
  • Community
    • Showcase
    • Promotion
    • Off-topic
  • Arena Shooter's Forum
  • BATTLE LEAGUE's Topics
  • Away from Home's Zone Script
  • Away from Home's General
  • Away from Home's Zone Rigging / Modeling
  • Vec-Tec's Releases
  • Vec-Tec's Topics
  • Forth's Development
  • Forth's Game design
  • Forth's Graphics
  • Forth's Documentation
  • Forth's TODO
  • Forth's IMPORTANT
  • Forth's Screenshots
  • The uncertain world's Game Design
  • The uncertain world's Programming
  • The uncertain world's TODO
  • The uncertain world's Graphics
  • The uncertain world's Screenshots
  • Dark Age Mist's Videos

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Location


Interests

Found 8 results

  1. Was wondering if the engine could support destroy-able vegetation, and if so could I create something that doesn't damage performance too much, or at all.
  2. In the most recent beta if you create a vegetation layer and have water in your scene the water reflections will be distorted. I took before and after screenshots to show what "distorted" means. Before (Without Vegetation) - After (With Vegetation) -
  3. Is it possible to adjust the height or scale of vegetation with either code (Lua or C++) or within the editor? For instance, see the following screenshot with the marshgrass asset in front of a building with a door at player height. It's very tall, preventing the default FPSPlayer prefab from seeing over the top of it easily. Is the only way to do this to adjust the model? If so, how can we get varying heights / scale sizes for grass or trees?
  4. Hey guys, Is it possible to get vegetation reflected into the water surface? Thanks!
  5. I've been playing with the vegetation system a bit and here are two problems I've found with the collision. 1) The collision checkbox does not seem to do anything. It seems it's stuck at true and if a model has a phy file, it will automatically enables collisions. I set collision for all my layers to false, and the trees and rocks still had collision. 2) Collision models don't scale with the actual model scale. I created a few rock models in blender. One model (rock01) has it's scale uniformed to 1.0,1.0,1.0, while the other two are a little bigger/smaller. If rock01 is used, it beha
  6. 1. What are the polygon or vertices limit for a single instance? 2. Are there only two LOD for each instance? (billboard and regular model) 3. In this system can we add more LOD? 4. How are animations handled for the instanced vegetation? 5. If I have trees that are rigged, can I use different animations at the same time on identical instances?
  7. Hello everybody, I've got some problem finding vegetation system in Leadwerk 3.2. I tried to find this tool on terrain options but I didn't find anything... It depends on my LE version (I've Indie Version) ? Thank you !
  8. Hi everyone. I was wondering if someone could take a look at these modified versions of Shadmars Vegetation+Diffuse+Shadowmask and Shadow+Vegetation shaders to check for any errors. Also I was wondering if there is a way I can make the vegetation sway only when it is visible and/or within a certain distance from the camera. That could be really useful (especially if it increases my fps). Anyways here they are. They compile without any errors and seem to work fine. Feel free to use them in any of your own projects at your own risk until they get a stamp of approval. Vegetation
Facebook Twitter Youtube Github Steam
×
×
  • Create New...