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Rick

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Everything posted by Rick

  1. Rick

    Graphical Independence

    This is a very good point. However I think most people here are just trying to get a finished product at all
  2. Just as a side note to structure. If you think your function count is high because you're putting them all into main or app, then that's not going to change if you put them into functions.cpp. It would seem to be you are programming more in C than C++ (that's fine) so if I were you I would start grouping functionality of functions and put them into their own source/header files so things are a little more structured. I always just use VS to create my files (I use classes though where 1 source/header is 1 class). Josh has main & app files in a different directory (because they are shared between all platforms) then where your files will be created. This means if you want to include things between his files and yours you have to find them in your include. So, make your functions.cpp/functions.h (although it's sort of a bad strategy) from VS. Then in app.h do: #include "../Projects/Windows/Functions.h" (going off memory on the paths there, but it's something like that).
  3. TJ, is your GUI screen resolution and aspect ratio independent?
  4. I would propose a small change to App.lua to better quit the application: 1) In App:Start() add: self.quit = false 2) Add function: function App:ExitGame() self.quit = true end 3) Last line in App:Loop(): return not self.quit If the only way to exit the game is to return false from App:Loop() and today it has "return true" (hardcoded true) then we're forced to code a way to do this. The above example seems like it's a logical thing to do since in any script we can then call App:ExitGame() to quit.
  5. Hitting escape didn't do anything (well when I had the mouse still down and over the window it canceled the drag/drop operation). It doesn't copy anything into the directory.
  6. My UAC is all the way down. I hate that ****
  7. 1) + does show up 2) no text at all in the console
  8. This happens on Win8 on my MacBook Air.
  9. Rick

    Lua IDE

    I'm fighting with the Lua IDE. Disappearing breakpoints only to reappear when I close the editor and reopen. I'm getting a crash when my code enters one of my functions. If I have the following line in there it crashes: self.PointIndicator:SetPosition(p.x, p.y, p.z) I put a breakpoint before this line and it never hits the breakpoint and still crashes (I am in debug mode). If I comment out the line and remove the breakpoint it doesn't crash and works fine. If the line is commented out and the break point is there it crashes. Why in the world would a breakpoint cause this function to crash the exe?
  10. Is it me or does the navmesh seem like it's higher than the terrain? Sometimes my character controllers go all wonky and zoom back and forth at the point they are moving too when I use GoToPoint(). I'm picking the terrain to get the point (so the point is on the terrain not the navmesh) so I'm guessing GoToPoint() can never get to the point on the terrain. Since the controller collides with the terrain and not the navmesh (I assume) this seems kind of strange.
  11. Yeah, if I set Character Angle under physics to 180 then it works. Weird about why goblin works with just setting the rotation under general and this model doesn't seem to have any affect. Thanks!
  12. It worked for me on the goblin too. I do the same steps on this Bison model and it still walks backward. I thought maybe I rotated by 180 the first time and didn't realize it, but I just did the same steps with 180 for Y value and 0 for Y value and it's the same result of them walking backwards.
  13. Doesn't seem to work. I place in the model, resize it, rotate on y by 180, set it's physics as character controller, give it a mass of 5 and collision of character controller, add my script and save as prefab. Then I add the prefabs and they still walk backwards using GoToPoint().
  14. Yeah. This is a pretty common problem when buying models and it seems like it would be an easy fix. Would be nice to be able to do this in the LE3 model editor.
  15. Rick

    GoToPoint

    I feel like another parameter to GoToPoint that indicates the turn sharpness would be nice. If animals are facing the opposite direction of where they want to go they don't turn on a dime. A nice little turning and then moving would be nice. Like making a arc as you turn.
  16. I use the character controll MoveToPoint() on a model I've purchased. However, when it moves it points backwards. Is there anything I can do within LE only to fix this? I know I can resize models in the model editor but I can't see anything for rotating them. That would be pretty cool if we could do that, but doesn't help me now. Do I have any options within LE?
  17. If you highlight some code in the lua IDE and right click and select copy, it like cuts the code and pastes it directly below. Very strange.
  18. Has anyone purchased Michael Betke's pine tree and got it working in Leadwerks 3? When I apply the trunk mat to the base of the tree a bunch of the branches also get the mat applied to it. Not sure what's going on.
  19. Did you do the calculate normals in the model editor? Maybe that'll help?
  20. Character controllers are only 1 size. You can't scale them.
  21. Using this forum as a ref http://www.leadwerks.com/werkspace/topic/6864-blend-modes-for-particles/ depthmask doesn't seem to be in the material editor. Since it's required for particles to look right (and most recently for me grass) it seems like it should be a flag in the material editor so we don't have to go into the .mat file to set it.
  22. You should for sure install it. Many changes have happened since that demo was released. It works fine on my MacBook Air.
  23. Post the autogenerated C++ main file. The fact that you have App.lua would suggest it's a Lua project and not a C++ project but showing us your main or maybe App.cpp file would help us determine that. When you made this project you did select it as a Lua project right?
  24. From what I remember you can't change maps from within code that's running via the map. Basically this means App.lua needs to be the code that actually calls Map:Load(). So in your scripts you set the new map name variable and in App.lua you check to see if that variable is different then the last time or set some kind of flag to tell App.lua it should load a new map.
  25. I'm using my MacBookAir under Windows 8. I've seen a few other posts about this and I'm experiencing the same thing. If I drag and drop the file into the editor nothing happens. If I copy the fbx to the folder in windows explorer then it gets converted to mdl. Same thing with textures.
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