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Josh

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  1. Maybe I can pick up a GEForce 3060 soon! What is the maker of the card? ASUS, Gigabyte, MSI, etc?
  2. Sorry you are having a problem. That definitely should not happen. One question, in Tools > Options > Video, what is your Shadow quality setting set to?
  3. I extract the model to Models/RIAD/dungeon_design_1.mdl, created a probe, and built global illumination. No error occured. It would be helpful if I could see your scene file and all files it uses. Otherwise there isn't anything I can test. I increased the single-file upload size limit to 200 MB.
  4. I'm pleased to announce that in cooperation with Undertow Games, we are preparing to release the original indie survival horror game SCP Containment Breach on Steam. The game was built on some of the technology I cut my teeth on, the late Mark Sibly's Blitz3D programming language and engine. My own editor 3D World Studio was used in the production of the game, although I was not involved in the process. The developer has graciously allowed us to curate the game on Steam, bringing this terrifying and unique indie experience to a new audience. I also am investigating the possibility of including an updated version of 3D World Studio with the distribution, as a modding tool. Please add this free game to your wishlist on Steam now! This will push the game up in the rankings on Steam, and help bring it to a wider audience.
  5. Can you upload the model and map files please, so I can try it out?
  6. I am glad your issue was solved. Maybe we can get a thumbs up in the reviews now?
  7. enum Modifier { MODIFIER_CONTROL = 1, MODIFIER_OPTION = 2, // alt key MODIFIER_SHIFT = 4, MODIFIER_COMMAND = 8 // Windows key on Win32, Command key on Mac };
  8. If you edit the JSON file found in Documents\Leadwerks\UI\Menus\_Editor.json and remove the underscore (rename it to Editor.json) you can modify the shortcut keys and menu. The numbers used in the file correspond to the key constant values like KEY_A, etc.
  9. Create a box primitive, set the collision type to "Trigger", and you can apply the trigger material to it. This will make it visible in the editor but invisible in the game. You can find an example in the scene that goes along with this tutorial: https://www.leadwerks.com/learn/components
  10. Are you using your email address to log in, not your user name?
  11. If this is a C++ project, you must compile the Visual Studio project before the executable will be there. If it is a Lua project, the executable is already provided.
  12. Hmmm, I am looking in the source code right now and don't see any reason that wouldn't work...
  13. Add LOAD_UNMANAGED to the flags argument.
  14. You can control which ones get exposed with the comments you add: https://www.leadwerks.com/learn/components
  15. If the JSON file contains the value "autogenerated" and it is set to true, the editor will automatically update and overwrite these files whenever the code file changes. You can remove this value or set it to false, but the auto-generation of the component properties will no longer work. The editor loads the properties the component uses from the JSON files.
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