-
Posts
7,936 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Downloads
Everything posted by Rick
-
In the Military trailers the military trailer 2.pfb is missing a face on the inside of it.
-
My new workflow is to just drop simple boxes down and make them children and click shape hint right away and save between each csg I draw. Then I'll go back and match up the csg to the model.
-
I've gotten this "Cannot parent an entity to itself" error about 5 times so far. It happens sometimes when I'm dragging csg over a model and it crashes the editor after I hit OK. I can't reproduce it as sometimes dragging csg doesn't cause it and sometimes it does. I don't know what the criteria is, but after setting up my csg shapes precisely to a large model for 15 mins, then getting this when I drag it over the model makes me sad as I didn't save the map before I attempted the parenting
-
What is Player in your scene? Is it more csg or is it the actual player prefab that comes with Leadwerks? If it's just csg then without mass or a script attached csg gets collapsed (meaning you can't reference it anywhere), so that may make sense with the error as it wouldn't exist when you start it up and so it wouldn't be able to set Player which leaves it as it's initial value of an empty string. If it is the player prefab then we have other issues and print out what it is like Aggror mentions
-
Can you post a screenshot, but that's what that error is saying. Would have to see how you have this all setup.
-
Did you actually drag an entity in the editor over the Player property of that script? To me it sounds like you did not and so self.Player = "" which is the error you are getting (expecting entity got string)
-
Does that resize the context too? Isn't the context matching to the window size? We should probably add something like this to the wiki along with a loading map bar.
-
Oh that may work. I didn't notice that. Do you know if that gets called after each entity is loaded, or does it get called at the end for each entity that did get loaded? Guessing this would be more of a back and forth sort of bar instead of an actual entity count sort of bar. OP, Note you'll have to call the drawing stuff of the context then to update it to the screen. You can't rely on the existing main loop that does this as that part never gets called during Map:Load().
-
You must not have filled in the Script.Player setting in the editor with anything. You init it as a string but call it an --entity. If I use --entity I usually init with a nil. Even so you'd then get a nil value for self.Player error but maybe that would make more sense to tell you that you forgot to assign an entity in the editor for that property.
-
I think you are hosed a little with this one because when you call Map:Load() LE loads all entities behind the scenes and we don't seem to have any control while it does this. I think you were making the LOD system right? You might want to consider placing the lowest LOD in the editor, but somehow linking the higher ones in a way that you load them after Map:Load() so that you have more control over loading 1 at a time while you update a loading bar.
-
Window and Context. There would be no doc on exactly doing this. If you are using Lua you can look into App.lua to see how the window and context is created. You would want to :Release() those (maybe it's :Delete() now?) and recreate them (:Create()) inside your UI that allows the user to pick. If using Lua you can make some functions inside App to do that and then you can call those inside your UI, although that would kill your UI textures and everything, so you'd have to recreate all of those as well. Most of the work here is in how you structure your code to make this work seamlessly. You might get an error when you release the context if you have textures and such still active, so you might have to release all the UI first, then the context/window, then recreate the window/context, then recreate your UI and place them back into the options UI like nothing happened.
-
Make a menu system to allow them to select the settings. Then I think you'd have to recreate the window & context (maybe world also)?
-
Not sure why it's evil (if there is no real answer then it's probably just purists being purists in some fashion). On events in C++ have you seen the way I handle events (it's not my method, I learned it a long time ago and just use it often) http://www.leadwerks.com/werkspace/files/file/367-c-event/ It allows easy hookup to C++ methods to be called when the event is raised. You can chain them as well (more than 1 class method called when the event is raised). What I normally do then is take a .NET approach to events and make them have 2 parameters. A "sender" the UI element, and an EventArg. Different events would have different EventArg like MouseEventArgs (that has x, y, button state, etc) and you would use that for mouse events like MouseUp, MouseDown, MouseMove, etc. I find this very handy as I can sort of just mimic the .NET framework in terms of UI events. Just a thought.
-
I see obvious LOD switching in AAA games still. A possible thing to look into is maybe fading out the old model and fading in the new one? Not sure how that would look, but it would be smoother.
-
Error: Top Level Entity Cannot Be A Bone
Rick replied to Defranco's topic in Leadwerks Engine Bug Reports
I seem to remember getting something like this when I was able to drag a bone of an animated model in the scene tab to the root (like it detached from being a child of the model) of the scene. Josh then said something like "How did you do that?" and I said "I don't know" and that was that -
So how does this work them. I put the barrel model in the scene, made a csg as it's child, marked it as shape hint. If it gets set as the shape then I think you should copy the mass and collision type and all that stuff too. When I set the mass of the csg the barrel doesn't fall so I assume you aren't copying those values to the shape you make. [Edit] If I give the child csg mass it doesn't get deleted. It shows up at what seems to be the origin and starts falling. Thought it got deleted or is the whole mass or script section of the LE library preventing the deletion?
-
I know that's how you do it right now, but was thinking this would have acted as a way without the shader method, but since the csg gets removed that's fine.
-
This would have been neat if we could use it for volume triggers, but since the csg gets removed any script we attach I assume won't get ran.
-
That's what I was thinking. Good to know they are removed so as to not give any sort of dual meaning to these csg brushes. This helps us non modelers a ton in giving shapes to complex objects! Thx
-
I'm curious about that too Aggror. Now because of that name I'm wondering if the csg dimensions are just used to make a separate shape object at startup perhaps?
-
I do. Aggror is also. It won't be complete but enough for things I would need and build on as I go.
-
A lib for Lua would be nice as it would meet most 3rd party purchased licenses. There is no real way to protect the password however. http://en.wikipedia.org/wiki/Security_through_obscurity but that's not really a big issue (for me anyway). Hell I can open up all of World Of Warcrafts models as there is no pw protection there. A lot of AAA games these days aren't protecting their assets because it's pointless as it'll just be hacked once it's on the client side anyway. Delaying anything is pointless. Even with the password in the exe it can easily be found but if the 3rd party artists think it can be protected with a password zip file then so be it I don't think loading libs for a sandboxed game is possible and I think that's what the leadwerks game player can only use and that's the easiest way to get people to check the game out. That rules out custom C++ build too as the game player seems to run it's own exe. It would be nice to have this built into the editor like DerRidda says. Even if it's not the most secure it'll be something.