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Genebris

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Everything posted by Genebris

  1. http://www.leadwerks.com/werkspace/page/api-reference/_/light/lightsetvolumetricstrength-r916
  2. What exactly is your problem?
  3. You also want hands with animations for it?
  4. There is end of "if" statement and there is end of the function.
  5. No, it's Lua and it's easy.
  6. A lot of interesting movement can be done with scale, like monsters with tentacles.
  7. Remove the code that is responsible for picking objects up from the player script or increase the weight of the object. Picking up triggers only on light props.
  8. Shouldn't projectile script be on your projectile object?
  9. Josh mentions a delay in this video, it doesn't look like nav mesh could be changed every frame for every character.
  10. You can try getting vector between AI and player and then add a bit of force to the normal. I think a small force will help him get around your collider quicker.
  11. Why don't you create a table for buttons you need, check them once per update and use this table in every script? Your class can't help you because you are still calling MouseHit multiple times per frame. You shouldn't do that.
  12. I don't think you can change script in Lua, but you can swap functions because functions are variables in Lua. So you can replace AI UpdateWorld function with another one. But it probably would be easier to replace entity.
  13. I have quickly tried to edit terrain shader and realized you can actually cutout fragments depending on texture color to make a visual "hole". If you also add a trigger that toggles player collision with terrain, you will actually be able to do this, but in a messy way. I have added this to the end of terrain shader: if (outcolor.x==1) discard; I barely have any idea of what I did because I know nothing about shaders, but I meant to remove red fragments from terrain and it worked. Add trigger that does this and you can walk through. Collision:SetResponse(Collision.Character, Collision.Scene, Collision.None)
  14. No, you will need to use regular model for that.
  15. It happens in Skyrim all the time, so it's fine
  16. http://www.leadwerks.com/werkspace/topic/14861-run-away/
  17. You are right, it flickers sometimes. I don't remember having this problem in the past, not sure if this is correct behavior.
  18. This is a great feature, but the fact that every click makes hierarchy window explode into thousands of child objects makes you stop looking at hierarchy window at all.
  19. Character controller option doesn't do anything by itself, you need FPSPlayer prefab. There is a tutorial: http://www.leadwerks.com/werkspace/page/tutorials/_/fps-character-controller-r23
  20. Try GetClass to understand what picking returns, it will probably be terrain class. http://www.leadwerks.com/werkspace/page/documentation/_/object/objectgetclass-r19
  21. Export diffuse, normal and specular maps and set up material in Leadwerks. Keep in mind that if you are texturing with PBR shader in Substance Painter, then you don't have diffuse or specular maps, you can use albedo and roughness, but it won't look the same.
  22. what's the problem? local name = "health" while (not stream:EOF()) do local s = stream:ReadLine() local i = string.find(s,"=") local k = string.sub(s,1,i-1) if k==name then break end end --here is your line You give it string and two indexes, it returns part of the string between them.
  23. You could count how much time passed since the start of animation and use GetAnimationLength to calculate current frame, I guess. But then you also need to take speed into account.
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