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Posted

http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/asset/

 

http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/prefab/prefabload-r622

 

 

I want each prefab to have their own materials AND to load scripts. I switch materials on prefabs that I shoot and I don't want all the others to have their materials switched.

 

 

local bomb = Prefab:Load(self.BombPrefab, Asset.Unmanaged or Asset.LoadScripts)

 

 

1) How do we do bitwise operations in Lua to get this?

 

2) What is the constant variable names for both of these? Asset.LoadScripts doesn't seem to work

Posted

In real time , i use SetColor() to change the color diffuse of any instanced entity.

Should be possible with some sort of SetDiffTexture ?

or SetMaterial() ?

Didn't dig the docs.

 

Can we change material or shader at run time , in game ? in LE3 ?

Stop toying and make games

Posted

I do change the material at run-time to get this effect, but since the models are instances of each other they share a material which means when 1 changes they all change. There is a way when loading models (not prefabs) to make model instances that use their own material, and I need to do this with prefabs.

 

For now I guess I could use SetColor() to shade everything red though, but this would still be nice.

 

 

[edit]

The red shading doesn't look at good because the body is black and you can't see the change. In what I was doing I made another texture that painted the black body red, which is a much better effect. The original question stands.

Posted

It's Prefab system i think.

A prefab is for instancing, so one modification, modifies all instances.

 

Solution :

Don't use prefabs , create your own loader with some parameters as shader;color or whatever.

I have entities not prefab so change color on one only don't change others.

Stop toying and make games

Posted

I guess I would disagree that a prefab could only be used for instancing. It could easily be used to accomplish this also. Creating my own system is possible, but I'm trying to point things out that would help the engine be better as well.

  • 5 months later...
Posted

*Bump* Am I doing something wrong or is the unmanaged prefab loading still not working?

 

 w_Model = Prefab::Load("Prefabs/Weapons/M4A1/w_M4A1.pfb", Asset::Unmanaged | Map::LoadScripts);

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