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Everything posted by Slastraf
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I can not explain it very good, so here I found a random metro video: Notice here the fuzz around the corners of the screen.. There is the broken glass overlay somwhere in the mid that is noticed and the fuzz in the corners. Can this both be somehow done with the overlay or does the fuzz need a shader?
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A thing like the screenshot of cs;s graphics test combined with a overlay, that makes it visible inside the game only where the ovelay is visible, too. (look at the very top)
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yeah thats why I would want to see that as a shader in leadwerks
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I finished that just now, but they are just the 2d Images that dont interact with the world. What would be nice to see is a thing like that : http://techreport.com/r.x/source-engine/multiple-effects.jpg So it looks like there is freezed water or smoke onthe glass and rain things
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It would be very nice if there are Shaders like this: http://gamedev.stackexchange.com/questions/14350/shader-effect-similar-to-metro-2033-gasmask Or just more shaders that make your game look more realistic considering these kind of shaders. In the example of the link there are parts that can be set up just like the blood overlay in the fpsplayer but I dont want to learn all basics of shading integration into leadwerks for months just to import a (kind of) simple shader that just makes the Mask effect. I posted an attempt of mine here ( exapmle ), use it freely.
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I put the origin to the center but the rover still has the same behaviour
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Everything is just as in the car prefab. no physics I even tried Cylinders as wheels, no collision and the program doesnt even start
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I have been getting into some frustration with the car script: This is a video of what happens when I make everything right. I have installed the prefab car and made everything just like in the car, tire 0,1,,2,3 at the right positions and name, physics are all the same . When I make the physics shape a box, the tires just disappear and nothing happens :I In the Video the physics shape is a polyhedron, I havent even started the engine and that happens. Also I have tryed all other physics shape but none worked. rover_mesh.fbx
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refresh
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You could aswell use gimp and blender I just watched the video and taought I will put it here
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The blender reset did not work The physics shape is now with real physics (but only if it is not on polymesh). The car script is now working more than before, the tires at least are at the right position , but when it hits the ground it pushes itself back. When the tires hit the ground it seems like they add a very high force to the car. Any help ?
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Game Publishing doesnt work [using latest version]
Slastraf replied to Slastraf's topic in General Discussion
I dont want to upload that again somewhere, since my upload rate is very low and the project is 166 mb. I just dont use the script -
The problem has been fixed already months ago, the problem was that i did not usethe leadwerks 3.5 beta (latest beta). Also you need to have the game launcher installed
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The requirements to publish a game are that you need to use the latest beta of leadwerks and also have the leadwerks game player installed. Thats what I could think of, when you use other versions of leadwerks it cant work.
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1. I have been searching in the Internet and found a Rover model: http://opengameart.org/content/mars-rover When I open it up in Blender, it says the rotation is 000, as well as the location. But when I import it inside Leadwerks, it says that the rotation is 90,0,0 (it is rotated right, but it should be 0,0,0). That is why there are some problems with the car script. 2 The car script does not work on the rover, even if all physics are adjusted as same as the prefab car, the rover tires have some weird position and only the starting sound appears to work. 3. So now I taught I will make it like this : SetParent the rover to the car and put an invisible material on the car(also scale it so it handles more realistic). This has workend in parts, when I have no physics on the rover. Now the problem is , when I make this the rotation is 0,0,0 and not 90,0,0 ,so the rover is not rotated correct. http://steamcommunity.com/sharedfiles/filedetails/?id=345315752&searchtext=car Also something else, that is probably caused by the settings file: I cannot select a box (or else shape) for the physics inside the editor. I only see the following: physics mode, collision type, Mass, character angle, swept collision, nav obstacle.
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Game Publishing doesnt work [using latest version]
Slastraf replied to Slastraf's topic in General Discussion
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Game Publishing doesnt work [using latest version]
Slastraf replied to Slastraf's topic in General Discussion
http://www.mediafire.com/download/tw28dnv448559yw/SlastrafHorror2.zip press f11 for dev mode and then "O" for instant loading the level where the notes are on the walls -
Game Publishing doesnt work [using latest version]
Slastraf replied to Slastraf's topic in General Discussion
publishing as standalone works on a new blank project as well as publishing into the workshop( at least there is some data), as soon as I want to activate the script it chrashes (standalone) So yes it will cause a problem but it does not affect the publishing -
So when I am inside the Editor everything goes OK. When I try to publish my Game via standalone and (private) workshop game this will happen : standalone:Seems to work, but a "notes like in amnesia" script makes the .exe crash publishing to workshop just doesnt work, it freezes until the point where it is 100%. It makes an Game entity in my workshop, but it has 0,000 mb and no signs of my game. Deleted it and tried it multiple times, even made a new project and put all the files in there but same effect. What can I do ? I am running leadwerks on the latest beta and have beta key for everything, I already uploaded a game (Slastraf Horror 1) where everything is working. RIght now I literally spent 50 hours on the Slastraf Horror 2 demo, which I cant upload.
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it works now. thnaks
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Yes, just checked everything. When I enable this at start it does move.When I am ingame it deosnt as said
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theres the problem. it just doesnt move (when you go make it enable at program start, it is Ok. Thats why I opened the thread
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alternately you should make a seperate model attached to the character controller, which doesnt collide with it so that the monster has always the same position rotation, and animations on the keys ( use :App.window:KeyDown(Key.A). http://www.leadwerks.com/werkspace/topic/12791-making-an-object-only-intersect-with-the-player/ this is how you set the physics up between the character and the model.
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yeah Im not sure about that but so far i havent seen anything else
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Hello My problem is that I have an Pivot which has the platform.lua script attached. when I test it out and select it to be enabled at the program start, everything works just fine. The pivot with all the atttached models are moving right where I want them and at the right speed. But when I select it to be disabled at the start of the program, it just keeps locked. I am pretty sure when you are ingame you cant make it change or just start inside the game. I tested it inside flowgraph editor with multiple ways : collision, pushbotton (none of them work) It am very confused about that since the most part of the script is in update...() functions. So how do you can make it change (via flowgraph) ?