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Building a Massive Library of Free Images for Everyone
Eric Matyas replied to Eric Matyas's topic in Game Artwork
Hey Everyone, I've uploaded some brand new seamless concrete textures onto my site...you find them here: CONCRETE (Tile-able) https://soundimage.org/txr-concrete-pavement-seamless/ As always, they're 100% free to use with attribution, just like my thousands of other images, music tracks and sounds. NEED SOME CUSTOM TEXTURES? I've been creating custom music for a while now...mostly for indie video game developers...but I thought it might be fun to try creating custom textures. If anyone needs some help, feel free to contact me! :-) In the meantime, stay safe and keep creating! - Today
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razehack joined the community
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Hi, I concluded this software is a scam, and I made peace with myself losing the money. I've checked my account and under my purchases I am no longer allowed to download my software because you are forcing everyone to log in on steam to get it. "This is a scam software, the license agreements are violated without effort and all users can lose their access with no consequences" I am glad to see that now you force everyone to lose their IP by forcing them to be under Steam terms and conditions, which by the way are under Anti-competitive violations. To summarise the steps that were done in this thread: - I asked why my program is disabled remotely and is should stop tracking my usage, when I purchased the full license with no royalties or other obligations. - I added that this program should work offline and I should not lose my rights, when you decide to change the name of the company. - I asked for a refund. Response was: - I did a mistake by using the "old"/correct authentication details - No refund - And with the latest changes > I can not have my program anymore if I deleted it. I need now to accept other scammy agreements to get my owned goods. Conclusion as a buyer: - total loss of money and goods. aka scam Amazing how aggressive you are in proving my point that this is not worth the effort, and users should expect even more losses for their mistake of supporting this project.
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San_Antonio joined the community
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Unfortunately that "Load animation" in the Model Editor doesn't accept FBX I was try with a GLTF from this nice online tool: https://nilooy.github.io/character-animation-combiner/ but the Leadwerks editor hangs. EDIT: Ok, I can import the fbx, then convert to mdl, then use load animation.
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Josh started following Ability to temporarily hide terrain
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Thia is a great idea. We can already hide and show the vegetation layers, so why not?
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Unstable Fusion changed their profile photo
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jaysinxe joined the community
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CyberMick started following Ability to temporarily hide terrain
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I was doing a quick throw-away level mock-up today while going through the learning materials and noticed this exact thing. I had sculpted the terrain quite a bit, both up and down. I tried to put together a 'building' out of level geometry brushes and was completely losing my place amongst the terrain wireframe in the quad views. What may work in addition to a show/hide toggle is using another (user configurable) colour for the terrain. This would allow the eventual lining up of the terrain with other in-game objects.
- Yesterday
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Qulex3 started following partly_cloudy_puresky_16k
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Josh started following Exists a tool to combine animated FBXs? and How to get the actual animation frame?
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Currently, there's not really any way to do this. I think it would be very useful information to have, so I will figure out something here.
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In the model editor interface, you can use the File > Load Animation menu item to load an animation from another file. Note that the model hierarchy must match exactly for this to work.
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dmg joined the community
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I want to combine several FBX (one anim per file) to a single FBX with all the animations and materials. I know it possibly can be done in Blender, but I was wondering if there's a easiest tool like a simple converter.
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Title says all (about an animated model)
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CountAnimationFrames gives error 404: https://www.leadwerks.com/learn/CountAnimationFrames?lang=lua
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Booltthorn joined the community
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Link for reference: https://www.leadwerks.com/learn/mapbrowser?lang=lua When reading through this section of the manual I encounter the Environment Properties section. When you select the root scene node, the Properties panel showcases the environment properties... Only the panel does not display when I click on the root node for the map (is this the same as scene?). I am guessing that these settings have been moved to the World Settings (first gear icon on toolbar, or Edit -> World Settings). These (World Settings) seem to imply they would be set for the entire game rather than just a scene/map? EDIT: I noticed a button name change from the documentation as well, the last section "Adding Components" says the button to push to add new functionality is "Add Component", now it seems to be "Select Script" (at least for my lua project).
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This is the layered image for the current banner. Might be useful to someone in the future. The background was generated / created by @Yue launchparty.zip
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The way it's set up in the sample project, the editor passes a command-line switch to the game called devmode. When this is encountered, the game automatically launched into a 1280x720 window (multiplied by the Windows DPI scaling value). The idea here is that if you are launching from the editor, you probably want to be able to switch back and forth between the editor quickly, either for rapid playtesting or for using the debugger. This code is all found around line 65 of the code file "Scripts/Game/Game.lua".
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In relation to the assets/downloads panel, I was able to view some details for a few assets, I then used category view to narrow down to environments, clicked on Sample Terrain and the panel darkened but didn't display the asset information. I have had this on a few items yesterday also (I didn't screenshot yesterdays though). The issue persists (not able to load the assets information panel from downloads) until I close Leadwerks 5 and start it again.
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When setting a user profile picture on the community forum/website/account page and adjusting the borders to zoom into the area of the image to use for the profile picture, this zoomed version does not flow through to the editor profile picture (the bottom left of editor). The full size image is displayed. Also, when changing the image on the website, the original image is used (in editor) and not the updated image (uploaded to website account page). Also, the image seems to only come in when logging out of the editor and back in again. Also, when clicking on the bottom-left account icon in the editor, my profile names lower/hanging/descender letter parts are cut off. Unsure if that is due to the 125% dpi screen change I made yesterday to my system.
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adwads joined the community
- Last week
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CyberMick changed their profile photo
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Every time I run a test game, it defaults to 1280 x 720. I always have to select a new resolution. It would be great if Leadwerks would remember the last used resolution and default to that each time a test game is run until changed. Thanks.
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After building a probe, the lighting in the 3D viewport is different than in the test game - it seems harsher in the 3D viewport (see attached screen shot).
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Oh that was quick. Thank you!
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Every time I compile and run, the resolution is 1280x720 and in windowed mode. Is possible to keep the selected resolution without enter each time on options?
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Box Light Stops Working After Move/Rotate
Monkey Frog Studio replied to Monkey Frog Studio's topic in Bug Reports
This appears to be happening when you tick Cast Shadows to False. Works fine if Cast Shadows is active. -
Cast the entity to a model, and then call the Animate method: function MyScript:Start() local model = Model(self) if model ~= nil then model:Animate("walk") end end https://www.leadwerks.com/learn/Model_Animate?lang=lua
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If I have a Lua script (component) attached to an animated model, how can play one of these animations at start?
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I will sort this out...