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  1. Yesterday
  2. When deleting LODs and then adding them again, I get duplicates in the Model Tree view panel. I noticed they don't have entries in them though and I can't seem to delete them either. When adding LODs if you add 3 (the limit?) and then try to add a 4th, the only indication this hasn't worked is in the lua console panel, which is probably easy to miss if you have it covered with the Model panel. LOD - Appearance - LOD distance has fields for X, Y and Z which is a bit confusing as the Crash Course video demonstrates them as the first, second and third view distance amounts. Image provided for reference.
  3. While other primitives can have the Tools -> Hollow command run on them, when performing on a Cone primitive, this results in an editor crash. EDIT: Pasted unlisted youtube video link to demonstrate bug. https://youtu.be/gzTTFZgdcyE
  4. Yes, the commands support this.
  5. Very cool, @Josh So we can make procedural terrain generation
  6. The purpose of this is to add the ability to group buttons at the center of the toolbar for those of use with ultrawide monitors who would like quick access to buttons. We currently have "left" and "right", so having "center" would be great, too. Thanks.
  7. Something that could be added to locking a brush, in particular, is you could make it so locked brushes cannot be affected by hollow and carve. I had a wall I wanted to carve that was already set up against a floor piece. As a habit, I extended the carving piece beyond the boundaries of the object I was carving into and that made it go into the floor. As a result, it carved both the piece I intended and the floor. This makes sense based on how carve is set up in Leadwerks. But if a brush is 'locked', then it could be immune to mistakes of this kind and that might allow for a bit more freedom for the level developer.
  8. This is simpler than you might think once you understand how it works. A mesh has a skeleton. The key is that these bones are oriented at 0, 0, 0. When the player dies, rigid bodies are created at each bone and connected to each other by joints. The bones follow these rigid bodies when the ragdoll is activated. I think you're in the same place I was when I first wanted to understand this, but it takes time to learn the concepts and do tests, and it won't be easy. But you have to start somewhere, so maybe I'll make a tutorial about all this. Translated with DeepL.com (free version)
  9. I doesn't have enough experience with this engine and I was thinking someone could share the code to no reinvent the wheel, but... thanks anyway by your help.
  10. Useful Lua example here: -- Get the display list local displays = GetDisplays() -- Create a window local window = CreateWindow("Leadwerks", 0, 0, 1280 * displays[1].scale, 720 * displays[1].scale, displays[1], WINDOW_CENTER + WINDOW_TITLEBAR) -- Create a world local world = CreateWorld() -- Create a framebuffer local framebuffer = CreateFramebuffer(window) -- Create a camera local camera = CreateCamera(world) camera:SetFov(70) camera:SetPosition(0, 100, -100) camera:SetRotation(45, 0, 0) camera:SetClearColor(0.125) -- Sunlight local light = CreateDirectionalLight(world) light:SetRotation(45, 35, 0) -- Create terrain local terrain = CreateTerrain(world, 512, 512) local mtl1 = CreateMaterial() mtl1:SetColor(1,0,0) local mtl2 = CreateMaterial() mtl2:SetColor(0,1,0) local mtl3 = CreateMaterial() mtl3:SetColor(0,0,1) local mtl4 = CreateMaterial() mtl4:SetColor(1,0,1) local layer1 = terrain:AddLayer(mtl1) local layer2 = terrain:AddLayer(mtl2) local layer3 = terrain:AddLayer(mtl3) local layer4 = terrain:AddLayer(mtl4) local x local y for x = 0, 256 do for y = 0, 256 do terrain:SetLayerWeight(layer1, x, y, 1.0) end end for x = 256, 512 do for y = 0, 256 do terrain:SetLayerWeight(layer2, x, y, 1.0) end end for x = 0, 256 do for y = 256, 512 do terrain:SetLayerWeight(layer3, x, y, 1.0) end end for x = 256, 512 do for y = 256, 512 do terrain:SetLayerWeight(layer4, x, y, 1.0) end end -- Camera controls camera:AddComponent(CameraControls) local rect = CreateTile(camera, 100, 100) function GetTerrainMaterialAtPoint(terrain, point) point = TransformPoint(point, nil, terrain) x = Round(point.x + terrain.resolution.x / 2) y = Round(point.z + terrain.resolution.y / 2) x = Clamp(x, 0, terrain.resolution.x - 1) y = Clamp(y, 0, terrain.resolution.y - 1) --Print(tostring(x)..", "..tostring(y)) local layers = terrain:GetLayers(x, y) if #layers > 0 then return terrain:GetLayerMaterial(layers[1]) end return terrain:GetLayerMaterial(1) end -- Main loop while not window:Closed() and not window:KeyDown(KEY_ESCAPE) do window:SetMousePosition(framebuffer.size.x / 2, framebuffer.size.y / 2) if window:MouseDown(MOUSE_LEFT) then local pick = camera:Pick(framebuffer, framebuffer.size.x / 2, framebuffer.size.y / 2, 0, true) if pick.entity == terrain then local mtl = GetTerrainMaterialAtPoint(terrain, pick.position) if mtl ~= nil then local color = mtl:GetColor() rect:SetColor(color) else rect:SetColor(1,1,1) end end end world:Update() world:Render(framebuffer) end
  11. I can't wait for this Very interesting
  12. I can give you suggestions for implementing ragdoll physics. The basic idea is that the character's skeleton, joints, and bones are set to 0,0,0 rotations, and when the character dies, rigid bodies take their place and follow the position and rotation of these bones with joints. The point is that I know what I've told you may not be very helpful. My suggestion is to keep trying and learning how this works. That's the path I've had to follow, but Leadworks 5 implements it very well. You can create animations of standing up and all that in the best AAA game style. If you have any questions, let me know, and we'll figure this out togethe Translated with DeepL.com (free version)
  13. We do not have built-in support for aircraft dynamics. Vehicle physics are currently not support, although this is something I want to add in ASAP. I have some code that produces really nice results, but I just need to spend a month or so integrating it. Moving between different versions is a challenge in any engine, but I can definitely say our API and system is a lot more stable than what I have seen in Unreal. There will be some major shader changes in Leadwerks 5.1, but this will only affect custom shaders. For everyone else, the update will be seamless, as long as they just update the project with the latest shader files.
  14. Refund, please process the refund, that is the only acceptable resolution at this point. You've sent a magic link to an unknown application called Leadwerks, I own UltraEngine, plus I want to use it offline plus I need the Linux binaries plus I want no tracking of my usage. There is no such link in the account that I used on purchase, all that is there now is a picture of Ultra Engine and a link to Steam, which is, as mentioned an illegal step to begin with. I have to mention here, that bad review on steam is blocked by this creator, because the free demo is actually not allowing users to add reviews on steam as they do not own the free demo in their game list. Steam has the policy to NOT allow reviews if you did not "used the software" under their tracker, which in this case is a MANDATORY purchase on steam. So users, please be warned, that all you see online has a very high chance of being fake reviews. Owners of this program purchased outside of steam, are now forced to export application personal usage to steam, and If you create games with this on steam, please read the contract that steam forces you to sign ( a very high commission from what I know, I personally do not want to sign ) Again, amazing how aggressive this project is to use dark patterns for deceiving buyers and avoid responsibilities of violation of terms and conditions. I was clearly scammed by what I was able to find online and on some reviews, and with no way of getting my money back, as there are no such procedures from the seller, I can again conclude this is a scam....
  15. @Yue someone needs your help.
  16. Does leadworks 5 , do vehicles and aircraft, like unreal 5 now. looking at videos don't see anything on vehicles or aircraft. if it does can someone point me to the section. I been programming mostly blueprints in Unreal for while now, and looking into possibility of switching my project to leadworks now. like this https://www.tiktok.com/@battlegear2099 is it possible to do this. the problems updates in unreal are always breaking my project.
  17. I found some code on the forum, but it's for older versions and I don't have enough experience adapting it to the new version. Does anyone have any code they could share? Thanks in advance.
  18. Last week
  19. That's not correct. The installer application is available to download here, and your account can log in and use the software: https://www.leadwerks.com/files/LeadwerksClient.exe
  20. 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!
  21. 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.
  22. 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.
  23. Thia is a great idea. We can already hide and show the vegetation layers, so why not?
  24. 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.
  25. 1 download

    Skybox 01
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