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Rick

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Everything posted by Rick

  1. Making a text Lua program and all I did to the default generated code was self.context:DrawText("test", 0, 0) and when I run the game it gives these white boxes where the text should be. I know I've seen this before but can't remember how to solve it. Anyone run into this?
  2. When deleting maps and projects, it just becomes a pain that LE's editor tries to open the last project worked out. I think to keep this simple and clean, when we open the LE editor it should be empty and not open any existing project/scene. I also think the idea of scenes and projects need to be tighter to avoid confusion. I can open a scene that exists in a different project while in another project. That's a little strange. Scenes are assets to a project, and just like any other asset scenes should be opened via the Assets/Maps folder via a dbl click. When we open the editor we should first have to select a project. Once we do that then maybe it could open the last scene worked on in that project, or start.map if exists. The flow currently when you are deleting things and switching between projects is a little clunky.
  3. On Mac, haven't tested on Windows, when I delete a project via Project Manager, I can't get out of the project manager window. If I select Darkness Awaits, or another project, and click OK, I get error "Failed to save project file \Application\Leadwerks\Projects\Test2\Test2.werk" where Test2 is the project I just deleted.
  4. It does that also, but yeah it crashes as well. I get the "ProgramName as stopped working" msg after a bunch of stuff gets loaded (I can see via the dos window that gets created). Without Window.FullScreen everything works.
  5. Using that I can see it's trying to make the fullscreen. It stays black and crashes shortly after.
  6. I want to also release my game for PC & Mac, but I made it via Lua. Is there any protection we can do? LE related or a 3rd party packager or something?
  7. http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/window/windowcreate-r462 What are the constants for Lua for the last param? I tried just 1-5 (since the constants are just numbers I assume) and I can't seem to get fullscreen. I would get 2 values that wouldn't produce a border, which is one of the values, but they both were not taking up the fullscreen. Just what I defined as the resolution (say 1024x768) but my monitor is higher than that. I would expect it to convert my monitor to that resolution and then take up the entire screen. What am I missing?
  8. I imported a texture file, generated normal & mat from it. I needed to make a change so I deleted the texture, normal, mat from editor and also from directory (also deleted .meta files). Made the changes from my source files. Drag them back into editor, and in LE the changes aren't there. It's the same as before when viewing from LE texture viewer. If I click the link in the LE texture viewer to the source it brings up paint.net and my changes are in there. Why would the .tex file not see the changes? This doesn't seem right. I have to rename the source file, then import in order to see the changes.
  9. Rick

    plane

    Just created a 1x1 plane in UU3D. Imported into Leadwerks 3. Applied the shader I made that allows multiple tiled textures. Working like a charm and looks so much better!
  10. Rick

    plane

    @Daimour Yep. I get the error in my first post (looks like some things aren't exposed to Lua) @Andy My next approach was to make a plane model in UU3D and load that in, but you say "included with LE3"? Where is that?
  11. Did we ever find out a way to loop over loaded models in a map via Lua?
  12. Nevermind My fault. Please delete lol
  13. I was tweaking values, running game from editor, rinse and repeat. Then I changed a value from 28 to 29 and pressing play didn't run the game. It didn't tell me anything it just didn't seem to do anything after pressing play. I closed it down and reopened and now when I press play the Output says: Executing "C:\Leadwerks\Projects\MyWhackyMoles\MyWhackyMoles.debug.exe"... Initializing Lua... Executing file "C:/Leadwerks/Projects/MyWhackyMoles/Scripts/Error.lua" Successfully connected to debugger. Executing file "C:/Leadwerks/Projects/MyWhackyMoles/Scripts/App.lua" Assert failed. Process Complete. An the game doesn't run. This is not good
  14. So as of right now, LE doesn't have a cross-platform way to read/write data to disk? If not then I'll just remove the high score tracking I think, but having this cross-platform ability would be a big benefit and almost required I think. Do you know if I'd be able to figure out what directory I could write these files to disk based on platform?
  15. Rick

    plane

    I need to do this via code also, not csg, since I need to pick this with the mouse and as far as I can tell you we don't have a way to tell which csg model was picked.
  16. Rick

    plane

    @Aggror That's what I have now, but seeing some issues and wanted to test out with a plane.
  17. Following: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/filesystem/filesystemreadfile-r647 In Lua I have the following line: local stream = FileSystem:OpenFile(path) and I get the following error: Attempt to index global 'FileSystem' (a nil value) I need this to track high score for my game. Thanks.
  18. Rick

    plane

    I notice there isn't a Model:Plane() like there are Model:Box()/Model:Sphere(). Does anyone have any idea or code to make just a plane? Would I have to do anything special to see a material on it also? I'd like to only see 1 side of the plane (guessing that's how they all work anyway mostly?). Also needs to be pickable. Not sure if anything special needs to be done for that. Trying to follow: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/model/modeladdsurface-r342 Getting error: "Attempt to call method 'UpdateAABB' (a nil value).
  19. if self.camera:Pick(p.x, p.y, pickinfo, 1.0, true) == true then You can notice this in my game Josh. Clicking the front of the hole will register as clicking the moles.
  20. It looks like I can pick the 3D object I want, even though there is another 3D object in front of it. Is there something I need to do so this doesn't happen, or bug?
  21. Is 100% better for my game! Running so much smoother now. Thank you.
  22. I'm seeing the tga files I dragged into the asset folder in the project folder so to me it looks more like it copies the files to the project folder.
  23. Adding/importing what's the difference? If I drag a tga file into the project, it gets copied (added) and converted to tex and put into the project directory? It also seems to have a meta file around it. So if I delete a tex file from the editor, I would expect the tga file (in the project dir), tex file, and meta file would all get deleted. I must be missing as to why that's a bad thing though. All my source files are in my own directory somewhere else, and those are the files I drag into the editor to be part of the project. I always have my source files to go back to.
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