Jump to content

Marleys Ghost

Members
  • Posts

    2,157
  • Joined

  • Last visited

Everything posted by Marleys Ghost

  1. What textures are you trying to use?
  2. You managed to fix the controller sliding issue I see.
  3. I agree it seems like a nice program but was created a "few syncs" ago and maybe needs updating? I thought it just saved the a script? dont yu still have to create the object and folder?
  4. When was the last time you sync'd ?
  5. Quite a bit, although I still rescale in code, there maybe a way to sort the animation issue with the pack and UU3D but it was something I was not going to waste time on.
  6. Looks like MPack 5 so it only has .x quite a few in that pack wont animate right (in UU3D). When going through my FPSC assets to see what was worth keeping to use in LE if it did not work out of the box so to speak I just moved on.
  7. has anything changed since the particle editor was created and 2.31 ? ... but I agree with mack try setting up a normal emiiter in the editor to your settings, atleast then you have a comparison?
  8. I used the fwtest code as was simply unpacked to a new folder added the scripts folder and the newton.dll to the app dir. and set the path for absrtact and to framework.bmx .... and had to change nothing code wise. sill using: Local fw:TFramework=CreateFramework() If Not fw RuntimeError "Failed to create framework."
  9. run through your workflow from unpacking fwtest.zip
  10. Should do, make sure you position the controller over/at the model .. otherwise it has nothing to stand on.
  11. No problems I have it working .. when you save out to .gmf from UU3D for this type of static model make sure you uncheck Export Bones Export Animation
  12. Very nice Gimpy thanks for the share.
  13. So the player will collide with the model when you postion it at/on the model, which suggests its a postioning error when you do that with code. The height issue with the controller is probably due to the changes of the position of the origin of the controller, when did you last update? check the fpscontroller.lua (Leadwerks SDK\scripts\games\) has this line: --Position camera camera:SetPositionf(controller.position.x,controller.position.y+1.7,controller.position.z,1) The origin of the controller was moved from the centre to the bottom so you need to have the camera height set right.
  14. Not much else I can suggest without the model, more information or example project.
  15. no, its not necessary. Hae you tried using game mode in the editor to walk on the model ?
  16. You have to set your models collision parameter in the editor as in the picture above .. double click the model in the scene and then under the physics tab set that model to "scene". Then save the scene.
  17. did you set your model to scene?
  18. did you set your model to scene though ?
  19. well if hes just downloaded the fwtest.zip then all he will have in the extracted dir is fwtest.bmx and lua-gluefunctions.bmx ... pointing to the framework folder and registering the abstract path to the SDK isnt enough .. need to have the scripts folder and newton.dll in the appdir to run the code... is something that can be easily overlooked. Thought it best to try there ..
  20. Try simply copying Newton.dll and the scripts folder to your app dir.
×
×
  • Create New...