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Everything posted by Rick
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Animations on models from 3DS Max to Leadwerks
Rick replied to SlipperyBrick's topic in Game Artwork
@YouGroove, he's trying to learn about animating and how to get it working with LE. I also made a generic animation script that makes it easy for him to just plug non character models with animations in the scene, attach this script, set some animation settings, and have it work. It also fires outputs and has many inputs. -
You can read my progression on this in 3.0 as I ran into errors as well. I had to manually do some changes/additions to the tolua generated file. It's been a long time and I forget what I did but I hope this helps. http://www.leadwerks.com/werkspace/topic/7866-lua-version-in-30/
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When calling "class" functions you want to use : not . so make it self:Howdy(1, 2, 3, 4) When you use : behind the scenes Lua automatically passes the calling object as the first hidden parameter giving it the name 'self' which is why we can use self.variable inside these "class" functions. If you really wanted to use . (dot) (which I wouldn't recommend) then you would have to pass the object yourself like: function Script:Howdy(self, one, two, three, four) end self.Howdy(self, 1, 2, 3, 4)
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It means you won't be able to use Leadwerks .map file but you can make your own and load it when the game starts. You don't need the Leadwerks map at all if you plan on doing procedurally generated content.
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I'm loading 1 map from another while in game and the map I'm loading takes maybe 30 some seconds to load normally from the editor, but when I do it in game, it correctly clears the map I was on, and starts loading the new one (I hear music start up from the next map) but then I get the below error!
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He's saying as the game is running being able to go into the editor and modify them and see those changes in the running exe.
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I think the method of swapping the normal model and then broken model and apply physics at that point is good.
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Hiding a parent should hide children for non csg though. So I guess the other option is to attach dummy scripts to the other csg parts.
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You might want to test attaching a script to say the floor brush only, and then making all the other parts of the room children to the floor brush. Because all the others are children to a brush that doesn't get collapsed, it might make them not get collapsed and so hiding the floor might hide them all. Give it a test.
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Sounds like this is just a fun comp anyway. I mean if someone wants to hurt their reputation on Leadwerks by doing that then that's their issue
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Note you need a listener also. Just modify Noise.lua to follow a target and set the sources position that's created in Noise to it's target position.
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@toxic If you could get debugging, printing to some console that would be a step in the right direction. The other stuff is pretty common and easier to do. The other thing that sucks is not being able to click the button in LE on an entity to open that script, which is why I think helping Josh would be best to get it into LE.
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What's your debugging process? Log file? Does the editor provide a console?
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If I were you guys I'd focus on getting the debugging working because without that I feel these other features are fairly meaningless. If you'd be able to get that, which I'm not sure how you would, then you might have something.
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@Aggror I personally think the theme for the last one was the reason for the poor turnout. It's hard enough to make any game/demo, but adding a theme to the mix makes it that much harder.
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Does that do dynamic completion? By that I mean does it work for custom "classes"/tables that we make in the project?
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I think we'd be better off all making our own suggestion posts about what we want from the current editor honestly. The most people who say their needs the more likely it'll happen. If we go off and make custom editors I don't think that's going to really help the majority and it'll most likely be gimped in other ways because it's not default LE editor. Start making posts about what you want from the editor. Make "what's on your mind" updates about wanting something in the editor.
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But it's integrated with the Leadwerks Lua editor and he's talking about making his own editor. A connection has to be made between the Leadwerks Lua interpreter and his new editor to allow for breakpoints and stepping.
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The main issue I see will be debugging. Right now we can debug Lua scripts with breakpoints and stepping through it. It's very handy. I'm not sure if you are able to do that with the pure Lua version
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You can place csg (as like a floor) over the hole. Paint it with invisble mat. Then try changing it to trigger collision for physics and see if that works. Be sure it's set as a navmesh obstacle.
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In App.lua you can see that if you toggle F11 in Release mode it'll show you FPS. Make sure you have updated your projects too if you haven't already. The only way you can get an entity is by looking over using GetEntity() and checking the name or passing it as a script parameter. If you have issues with that you should post a test map that has the issue as a bug so Josh can fix it.
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I noticed that if a prefab doesn't have a Script:Start() function in the script no other LE script functions get called when I load a prefab. I assume if the 2nd param to Prefab:Load() indicates it should call the Start() function it tries to do so even if 1 doesn't exist, and bombs out or something. In my case I don't need a Start() function so I didn't have it in my script but I did have an UpdateWorld() function that turns the entity and I noticed my entity wasn't turning. This isn't a huge deal as I can just add an empty Start() function but it was a little confusing as to why my entity wasn't turning. I have no need for a Start() function in this script so I shouldn't have to define one to make it work. Guessing it's just a function check in the Prefab:Load() to see if Start() exists and if not just skip trying to call it.
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I haven't looked at it but any time you see Math:Curve() it's smoothing things out. Read what it does: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/math/mathcurve-r602 It basically will lag behind a little and "slowly" catch up to where it should be. The higher the last parameter the longer it'll take to catch up to where it should be, the smoother it'll be though. I have this same issue with my bomb game. However, I don't have it with another 3rd person project. I have to figure out what is different.
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Yes. That converted and functionality was taken away. Just rename the extension manually.
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Don't assign the mat via the level editor. Dbl click the model to open the model editor and then you can drag and drop materials from the assets folder over the area that the material is and it'll work. Save the model then and now you're good. @YouGroove, what kind of suggestion is that man lol