Jump to content

Rick

Members
  • Posts

    7,936
  • Joined

  • Last visited

Everything posted by Rick

  1. I believe there are some free ones out there. All you need is a .raw file right?
  2. I'm guessing you can't visually see how big this is in the editor? But it is a way around the invisible material way for sure.
  3. We should be able to make "folders" what have no purpose but to let us organize things.
  4. Not yet no. Josh did show some screenshots before with random terrain generation but it's not there yet as far as I know.
  5. @cassius He's saying that when you import an animated model into Leadwerks 3.1 you have to make sure the materials you use on it have a certain animated shader or else it won't animate.
  6. Added Slow Motion and Replay topics (not tutorials yet) to the front page. I think open/close doors physics is already covered in one of the example levels?
  7. You can create a generic collision model (with a little volume) and import that. Right click it in the assets section and say Generate Shape (you might be able to do this on your current model but it might be too skinny). You can also supplement your current model with csg with the invisible material painted on it to give collision.
  8. There ya go I have to imagine this script uses the hinge which that is what it's pivoting around, not the csg center of mass or anything.
  9. If you have a joint (which you can place anywhere and make a parent) you should be able move the join to cause the child door to move. I'll see what I can do tonight. This is far from impossible Just to give you some things to read on a way to do this. Check out http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/joint/jointhinge-r735 Using this joint is how you'd create a door on anything. CSG or not.
  10. So if each script has it's own buffer, and each script has it's own pivot, and each script has it's own material then I can't see why this wouldn't work if you had it in your scene 100 different times. Yes we can't define the order scripts run, but they do run in a sequence (not ordered) so if everything used in this script is unique then I can't see why it wouldn't work. I can give it a try when I get back to my hotel tonight.
  11. Unless you are seeing any sort of drop in FPS from this (which I doubt) then I personally wouldn't worry about it. The amount of triggers you'll have compared to all the other stuff will most likely be very small. No need to optimize something that isn't causing you issues IMO. It may not be perfect, but very few things in games are. I can't imagine this would be any sort of high priority to Josh as there is a way to do it today that causes little to no slowdown to a game. I don't want to come off as being an *** or anything, but use what the engine has today to do something, and if it cause you problems then you'd have a better leg to stand on coming back to Josh and asking for a change. This is over optimizing something that I'm guessing isn't causing you any problems right now and may never cause you problems.
  12. If they are pointing to different materials I would think this would work. It shouldn't matter what order each script runs because when it does run it moves to pivot 1, takes a snapshot, paints to material 1, then moves back. Then when the next one runs it does the same thing but to that pivot's location and that material. The snapshot is what you're after and assigning to the material right? Shadmar, are you creating a new buffer in each script? If not can you do that?
  13. Does doing a frame count on when to do a distance check really matter? Feels like you are trying to optimize something that doesn't really need it at this time, and possibly never.
  14. Could you explain what difference it would matter? Certain engines have certain ways to doing things and this is really LE's way of doing volume triggers. The CSG has a shape and that's is what you are using. Then via the material you are telling the pipeline to not draw the visual part of the CSG. I don't think this slows anything down, so you'd have to ask yourself what difference does it really matter if this is how you accomplish this in LE.
  15. Long time no see Ken, I get that, but he said he wanted it completely dark, so I showed him how to do that.
  16. Could we sort of fake this with point lights by chance? Might be tedious but seems like it could work.
  17. It's everywhere because there are literally lights everywhere. Just look how many lights are in an office building or a home. It's insane. Of course the bouncing effect we don't really get here, but when you have very little light, in a dark room it really does look really dark.
  18. http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/object-scripts-r631 Just a little down the page. I know, it's hidden well. I go to Documentation->User Guide, then click 'this guid' link, then scroll down to the 'Object Scripts' link. Maybe there is an easier way to get there but I don't know it
  19. I don't undestand how you guys are getting this. I can try again tonight but I'm not getting leaks like that.
  20. The thing is, realistically, you wouldn't have any ambient light at all. There is no such thing in the real world. If you wanted to simulation the real world you'd turn ambient light all the way down and have directional light for the sun and other lights for human light sources. This seems to work well in LE 3.1 for me. I tested what Mister had in his video and it worked for me.
  21. There should be a handful of examples include. When you opened the editor did you go to File->Open and open any of the maps from "MyGame"? Those are the examples that come with the engine and should be a starting point for you.
  22. This should be for Lua as well. All Leadwerks Lua is doing is calling C++ code anyway. I don't know what the best way to do this would be though. I haven't thought about it all that much, but it would be nice.
  23. You can also right click the mdl file in the assets and select generate shape, polymesh, and it'll make a shape that matches the model itself. Although this works, it might not be the best solution all the time as the shape will be as detailed as the model, which might be overkill.
  24. @Dude As of right now I don't think there is a way to do this. Maybe put it in as a suggestion.
  25. Yeah, I don't get that. Make sure you are using the 2D views to make sure you have no gaps between walls/ceiling.
×
×
  • Create New...