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Genebris

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Everything posted by Genebris

  1. It simple, just make this script and import this into main.lua at the very beginning: spellEffects={} function spellEffects:CastSpell(something) . . . end Then you can call spellEffects:CastSpell() anywhere in your game and you don't need multiple scripts or importing.
  2. Yes, it's not possible that way. I had the same question here: http://www.leadwerks.com/werkspace/topic/10616-importing-one-script-into-two-different-scripts/ Take a look how default AnimationManager script functions. You can do the same thing. Or maybe just use global table with all your effects, this will be simpler actually. And you won't need to import any scripts anywhere.
  3. There is a pick mode option in the material settings.
  4. There are animated and not animated versions of diffuse+normal shader, you need one from model/animated folder.
  5. There are two values at the beginning of the shader, cutoff and overdrive, change them.
  6. I guess you are looking for default Lua math.randomseed() function.
  7. In-engine particles always look ugly, I wanted something prerendered, it's basically the only way.
  8. Can anyone suggest a good software to render blood sprite sheet like in this demo? I have tried in Blender, but it's fluid simulation seems so inconvenient. I guess you can't even make it splash without actually dropping something into the water.
  9. Exactly. In my opinion minimum specs should be able to run the game at 60 fps (or 50 at least) on lowest possible settings. I'm not paying for a game to be able to launch executable file, I'm paying to be able to have good experience.
  10. Make controller yourself and attach model to it as a child. Also, I see that your light is set to static.
  11. self.Fire() is also correct, but it doesn't send "self" to a function which resulted in your errors. When you use "self:Fire" you make "self" accessible inside this function.
  12. You don't need any scripts, just place two pivots for regular weapon position and iron sights position. Then move your weapon between these pivots.
  13. Prefab:Load and Script:Collision - this is all what you need.
  14. I would make legs of the turrents parent and rotating part child, othervise base of the turret will rotate with it's top. Just attach a top part as a child in Blender and export them both, they will come as a combined model.
  15. You probably want to make specular color darker and the second version actually looks nice, just reduce normal intensity a little.
  16. I have only used Shadmar's solution and it's amazing. Solution by Mattline1 requires messing with C++ and I don't even have VS on my PC at the moment because I'm limited on space on system drive so that's a problem for me for now, while Shadmar's PBR just replaces some shaders and everything works.
  17. If you need realtime then you need to render each frame, so yes, camera.
  18. Why don't you just rotate the camera depending on player position?
  19. Just offset a camera with small random value every frame. camera:SetPosition(camera.position + Vec3(Math.Random(-0.1,0.1), Math.Random(-0.1,0.1), Math.Random(-0.1,0.1)))
  20. Disable sandbox in editor settings.
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