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Found 14 results

  1. Hello! I think that you should add another thread specifically for tutorials. We can see that the community is growing in numbers daily, and we could use something like this. I feel like it would keep the General Discussion thread neater, and would make it easier for someone new to locate help (besides the default text documentation).
  2. I'm struggling even with a buddy already, on learning LUA. He's busy I dont like bothering him, so the next best thing would be to learn with some one strictly on learning coding or to be taught. Any body up for the task or want to learn together?
  3. hi guys me and my buddy are working on a game which will be a survival horror and we have been trying to figure out how to attach a model of a flashlight to our fps controller so the arms/hands and flashlight are always shown and follow the camera
  4. To buy or not to buy? I want to be able to create absolutely STUNNING landscapes, and be able to explore it in my project. The in game editor aint bad but, have you seen W.M? Is it worth it? Is it possible to export EVERYTHING youve created in W.M and then import it into Leadwerks? Trees, water and everything orrr, what? Before I purchase it I want to make a good decision. lol I dont want to spill the idea of my project but I will say this, its obviously going to be a huge open world. Hopefully the size of Chernarus in DayZ.
  5. My buddy who I am working with is making models via cinema, and he bakes the texture and all that but when we import the model its completely white and untextured and just BASIC! How do we get textures to ....export and everyithg with the texture applied to it? Any help would GREATLY be appreciated.
  6. How is everybody? Any body have a project they want to share?
  7. Hello everyone. I really feel like 3.1 is lacking materials / tutorials out there for lua scripting. I do not personally know lua but am starting to learn. Below I show you guys how to display a Custom font and how to display text to the screen. I hope you enjoy! It is in 1080p Youtube just has to render it http://www.youtube.com/watch?v=b4fZx9wQ0jM P.S. I linked the custom code colors to this thread. Feel free to use them if you like them
  8. Hello guys! My friend and I just bought Leadwerks. I decided to stream so that you can learn with me / give me tips. And that way the staff on here can see how a total newbie to the engine feels. I hope you enjoy! Link: www.twitch.tv/papa_beans Update:: Lots of learning happening, thank you pillar!!! 10 Hours into the stream!
  9. If I buy the pre-order for 3.1 then will I get the latest version right now? There is nothing else in the store. (no other versions)
  10. Hello there, I recently purchased Leadwerks 3 and I'm quite happy with it. However, I use Wings 3D myself to create and export static 3D models and I noticed that there is not a single file supported by Leadwerks to which Wings 3D can convert. There seems to be an option to import .OBJ files, but this didn't do anything for me (except it froze Leadwerks once). Is there any easy way to export a 3DS or OBJ file to a file that Leadwerks supports? I noticed that Leadwerks 3 supports FBX and GMF, but again these files are not supported by Wings and I can't find any exporters for it. I would appreciate it if somebody could help me out. I know the majority of people use high-end software such as 3DS Max, but for static models a light-weight program like Wings is more ideal for me and I'm more familiar with it. Greetings,
  11. Hi, I've installed the trial edition of Leadwerks3 on my PC without any problems. However, the Mac version, once downloaded, refuses to install from the dmg file. I'm using a iMac MC813 27", with OS X version 10.7.5. Any help would be appreciated. Thanks. AlphaSync
  12. Hey a suggestion for OS X When deploying an Application for OS X, Currently the app is generated inside a folder that contains not only the app, but all the resources. On the OS X environment, all of these resources should be placed inside the resources folder which can be found in the .app/contents/resources. As it stands i'm not sure if the games are submitted to the app store will pass because of this. A work around i have in my head is: 1) use the package maker tool, 2) we configuring the package maker tool, set deploy location to "Applications" folder 3) create a shortcut to desktop this goes against the entire framework of OS X. I know this is how windows operates, but OS X isn't windows. I know wxWidgets uses a function called GetResourceDir and it works for both OS X and MSW. Some Pre processor definitions are used in wxWidgets to manipulate what you are attempting to do. Below is a link to the API Guide (note version 2.9 dev built is used, but this feature has been implemented since 2011) http://docs.wxwidgets.org/trunk/classwx_standard_paths.html
  13. I've been so busy playing around with the editor that I never actually tried to press "Run" . I get a "Failed to launch" error when trying to run it from the editor. Then I tried to compile the project in Xcode and I get a "There is no SDK with the name or path 'macosx10.7' " error. I didn't want to post this as a bug because it is probably something stupid on my end. How to run a project without errors? I'm on OSX 10.8.3
  14. Here are some Hybrid shaders if anyone wants to give it a spin, they support, both lightmaps and dynamic lights, they are not perfect, but feel free to experiment. (not for mobile) Material lightmode : static Material texture layout shoud be like this : you only need the ones for the shader selected, like diffuse+specular.shader only use 0 and 2.. and so on... 0=diffuse 1=normalmap 2=specular map 3=(default lightmap found in Common) 4=envmap (needs to be a cubemap created in the editor) 5=glowmap Fog They also support fog.. but.. It requires you to send color and density values (or you can hardcode it in shader). it's a vec4(float r, float g, float b, float density) So the quick way would be to set it directly in shader : fog = vec4(1.0,1.0,1.0,0.035); //somewhere in void main() But the correct way is to send it as an uniform through the application using shader:SetVec4(..) They will also work with a Gile a lightmap using the second UV channel, just assign the lightmap to texture3 in material. HybridShaders.zip
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