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Rick

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Everything posted by Rick

  1. How are you getting around any sort of pausing when loading? Are you preloading 1 of everything required at the start?
  2. Well I'm pretty sure anything loaded will be displayed. I think you might want to load 1 map into 1 world, then switch to a different world and then load another map (which will put those entities into that world). I'm not sure if you can show/hide worlds from the world variable but if not you could either make a pivot in each world and loop through all entities and making it a child of this pivot (this might mess up other things in your entities) and then just hide/show that 1 pivot to hide/show all child entities, or just loop through each entities in each world and call Show/Hide on them.
  3. Rick

    Veg material

    That did it! ty sir. Have to remember this now
  4. Rick

    Veg material

    So when I set this I can see all the planes of the leafs (before some would be invisible based on the camera angle). The issue I have is that in the texture the area that should be transparent is green and so in LE 3.1 that green area is showing on the plane so it doesn't look right. However, in LE 2 it's the same texture with green areas for the transparent areas and it looks right with transparency.
  5. Rick

    Veg material

    I have a tree with leafs (Northern Veg from Dexsoft). What is the correct shader and material settings again to make the transparency look right? Can't get it to look correct in 3.1. I have the old LE 2 model viewer still installed and the gmf looks right in there with it's using the old sway alphatest shaders, but I don't see anything equal to that in LE 3.1.
  6. I've worked in .NET professionally for the last 10 years but I have a ton of stuff going on atm so like Rastar said, unless it's small I don't have much time for anything else atm.
  7. When you load a map all the entities in the map get added to the world. There should be a Clear() function on the world which if you do that before you load your next map should remove all the entities in the world.
  8. So do it Yougroove and show us your sweet controller
  9. Give it a try then YouGroove There are some details that make getting things just right a pain.
  10. http://contest.rpgmakerweb.com/ Someone on the Steam forum posted this so thought I'd post it here also.
  11. That seems like a good idea when you want to keep the same amount of "things" in the world. In my bomb killer game I've created a spawner script to keep pumping out bombs at a given rate, at 1 of x random locations (defined by pivots) with a max count of y. Your method would be perfect for like MMO type games where you have respawns. What are you respawning (besides the weapons)? Animals?
  12. Cool. I've always just called Load() which if it's already available will make an instance (of course you need the model/prefab name for that). This will create a fresh script with all the default values. In the Instance() way you could probably call self.entity.script:Start() manually and if you have your init code in there it'll reset everything to what it should be as a fresh instance. However if you init variables at the top of the script outside Start() then this probably wouldn't work.
  13. Are you able to re-pick up the weapon and have the script work? I would suspect releasing self.entity would screw up the script. Perhaps Instance() makes another instance of the script attached to it too?
  14. Well that's the thing, self.entity is a special variable that the LE engine fills in before the scripts Start() function is called (probably during map load) and then it sets it to the entity/model that the script is attached too. Why do you want to release it? If I'm dropping the thing back into the world I would assume you would still want the entity in the world and have it's script work so you can pick it up later? Now I see above you spawn an instance of this entity, but why do that? I'm confused as I would think you pick up the entity then you drop the same entity. Why make an instance and release self.entity?
  15. Is this part of each weapon? Generally you don't release self.entity ever as it's a special variable that LE fills in, but since this is a little snippet I'm not sure why you are doing that.
  16. So make a small little test scene showing this and attach it to a bug report post.
  17. No need to place this code in all weapons UpdateWorld() functions. In your player script make a variable that will hold a weapon like self.weapon. When you pick a weapon set that picked entity to this entity variable so that now your player script has a "pointer" to that entity via self.weapon. Then inside your player UpdateWorld() you set position/rotation to that self.weapon entity. When you drop the weapon just set the self.weapon to nil. In your UpdateWorld() you'll see if self.weapon is nil or not and if not then set position/rotation else do nothing with it.
  18. However creating your own character controller isn't all that easy. Getting it just right is a pain.
  19. You have a different name on here than Steam then . You were the one who replied to my tutorial video asking for help right?
  20. I think HLSL is DX's shader language. LE uses OpenGL.
  21. @josk I think you can just use the passed in variable 'context'. self.context and context would be different variables where if the context variable doesn't work then it's a bug.
  22. Welcome to game programming There are usually a lot of smoke and mirrors in games. There might be a workaround to get this same effect if you describe more your specific situation.
  23. Throw a csg box around it and paint the invisible material on the box and make it the parent of the actual mesh.
  24. About this specific issue I'm sure what's happening is that your self.target variable is empty and not pointing to anything. So it's trying to call the function GetPosition() on a 'nil' object (self.target) which it can't do.
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