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Everything posted by nick.ace
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Well, I reached my like quota today, Chris. Anyway, thanks so much for this tip! It worked really well!
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I don't think that would work, because I have to physically switch the axes, and rotations wouldn't be able to do that, unless you are referring to something different and I'm misunderstanding it.
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Well I'm using CharacterFX to do animation, which is kind of a primitive tool to be honest. I don't really like Blender much, so this is the only route I will go. But maybe Guppy's suggestion might help. For some reason it I can't find an option for this in UU3D.
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@Thirsty Panther: Thanks! I still need to edit the animations more, there's a DOF issue with the animation as is @Rick: Yep, thats totally true. It was embarrassing when recording because it's hard to pick them up, but an invisible object would be a good idea.
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Not too much in terms of visible gameplay has been accomplished (a lot of backend stuff and still doing level design ). Anyway, the game is starting to take shape in terms of setting up for more gameplay. The level design is important to me because the patrol routes of enemies and such need to be calculated in order to provide sufficient coverage so that it isn't too easy to grab items. Respawning: Items respawn using a region based system. Different regions will respawn after a certain amount of time, as demonstrated in the video. It's kind of cool seeing the items react to the physics as well as they respawn, but you won't see them actually respawn because it's partially distance based. This means that if you are too close to a region, nothing in that region will respawn. Also, items can't double spawn. I want to also randomize what gets spawned (so unlike in the video, the pickaxe might be a different tool). This is trivial, but requires a bunch of planning with item codes and such. I'll probably make this sort of level based. Enemy patrols: The way I implemented this was by creating child pivots attached to enemy meshes. Basically, these pivot values are stored in a table on start up and then iterated through so that the enemies can walk in a loop. If they break their loop to follow the player or something, they will return to it once the player is out of range. GUI: The last few days have been mostly doing this. I need a GUI to work for crafting. Right now, text displays over items so I know what they are, but these will likely be replaced by pictures. Also, you can drop items, but they won't be in the game world anymore (I think I'll change this, at least for tools). Inventory: So I unfortunately just missed Aggror's wonderful series on this kind of stuff, but I sort of created my own implementation, for anyone who is interested. Basically I have 3 Lua tables: one for an unorganized pile of items, one for grouped items (basically item and quantity), and the last one for item names (it maps item codes to names). The reason for the last table is to prevent issues with naming mistakes, such as if I make an item called "bricks" and another one names "brick." Instead, there is a number string that is associated with it. Interactive environment: Now you can chop trees to get wood, although this isn't very exciting. I think I need to redo this system because it's pretty poorly implemented. This will probably be one of the very few materials you can get from the wild.
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I have an animated set of hands for a game I'm working on. The problem is that when I animated them, I animated them so that the main character is right-handed. For some reason, when I export the mesh is reversed in that it becomes a left handed mesh. Is there a way via Leadwerks to basically flip the mesh? Or would I need to modify a shader to allow this to happen? I tried to do negative scaling, but that sort of messes up the local coordinates for things like rotation.
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Do a Windows search for "Device Manager." Open that program up, and then look under display adapters. Right click on your graphics card, and select properties. There will be a new window that pops up with a "Driver" tab. It will display the driver you can even update your driver from here, but DON'T do that. Instead, go onto AMD's website because Windows is pretty bad at finding drivers.
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Mesh Models do not affect navmesh
nick.ace replied to Einlander's topic in Leadwerks Engine Bug Reports
Yeah, I can still do that. For me it's not grayed out. That's kind of weird, because I've never encountered a situation where it's grayed out. -
Mesh Models do not affect navmesh
nick.ace replied to Einlander's topic in Leadwerks Engine Bug Reports
I think I might know what is happening here, but I might be totally off . Anyway, The polymesh isn't actually assigned (or even created maybe?) in the editor, just in game. So, the navmesh doesn't know this shape exists. I don't know if this is a bug necessarily, because that could just be Josh's design, but I'm not sure. One way around this is to generate the polymesh or convex hull and load it onto the mesh under the physics tab. This will allow the navmesh to correctly take into account this object. -
EXCEPTION_ACCESS_VIOLATION
nick.ace replied to TattieBoJangle's topic in Leadwerks Engine Bug Reports
I always get this issue when I startup Leadwerks (it can be ignored for me). For me, I think it has to do with some textures I'm using, but I'm not sure. Anyway, sorry I can't really help pinpoint anything, but this happens to me too. On a related note, does it crash Leadwerks or can you continue working? And how often does it occur? -
This actually has been proposed before, and this is what was said by Josh: Edit: This was from March this year I think? So it's pretty recent, but plans may have changed and whatnot.
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While I agree that engines shouldn't necessarily be compared in this way, that wasn't what YouGroove was saying. He listed specific reasons why paid assets on Steam wouldn't be a great solution such as the inabilities to edit source files, the likely upped prices from double royalties (for Leadwerks and for Steam), and the inability to access as a standalone user (actually idk if he said this suggestion, but it was brought up). I know you have your own plans Josh, and I know you get a lot of criticism from people in the community, including me, about features that would be great to have, but this criticism isn't without cause. Yes, I have published games before, so I know what the development process is. Anyway, we as community members have a right to question your moves because we are the recipients of your product. I know your not obligated to produce anything more than what you are selling at this point in time, but I think you should value our feedback. If you look at mobile for instance, the community had highly mixed thoughts about it, but instead of taking this in, you released mobile and look where that is now. It's not that it was a bad idea or a poorly executed product, but it wasn't what the community wanted. Anyway, sorry for getting this topic farther off track, but I think these are things that should be taken into account for topics and suggestions like this. For me at least, I'm not saying that Leadwerks should have an asset store just because Unity has one. If I wanted to use Unity I would use it, but Leadwerks has things that Unity doesn't. What I'm saying is that it's not always a bad idea to follow what others do, particularly when they have such success with it. But again, if you don't like these suggestions, take your own path, but realize that we are all here to you advice on topics under the Suggestion Box. Edit: Also, I think I've made it abundantly clear that I think Workshop integration is a great feature, but paid assets is a whole different game.
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Don't get me wrong, I think the Steam workshop and DLC packs are great ideas, but I also feel that a separate asset store one this site would also be a great idea, particularly if you want to appeal to new customers. Also, there are plenty of systems to handle orders without manual processing. I didn't even know people still did manual processing. I'm just saying this because I would rather support Leadwerks than Unity by purchasing assets. Anyway, it's just my perspective on these things because I think Leadwerks has more potential than other engines out there, but some things like this could help it to break through.
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I'm sure that's true, but that doesn't sound like a good reason. If Josh received a little profit, what would be the harm in keeping it up there? Also, I imagine that Leadwerks is more popular than ever, so this might be a better solution. Also, Leadwerks seems to be more user-friendly now and allow better integration of assets, so I feel that it would only make sense to recreate the asset store. I mean, I look at the Unity asset store, and they have everything from shaders to complete projects available for purchase as well as media assets. If this came to Leadwerks, I think people would be drawn in, both programmers and artists, just from this opportunity as well.
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Personally, I think an asset store is a great investment. I was almost drawn to Unity because of it, since it really speeds up development. I still use their asset store for models and such, but I feel that if Leadwerks had one, it would also encourage others to develop and share their work. You see that some members share much more than others, probably because a lot of developers don't really have the time or incentive to modify/prepare their assets for distribution. However, with an asset store, the incentive would obviously be there, plus it would generate more income for Leadwerks as well as possibly bring more people to the engine. This is just my opinion though.
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What is your workflow? Basically, this is how you should import textures into Leadwerks. 1. Place source image in your project folder, Leadwerks will automatically generate a .mat file. 2. Right click on the newly created .tex file within Leadwerks and click on the Generate Material option. 3. If your model appears white, then open you model in the model viewer and drag the new material onto the model in the viewer. 4. If your model appears black, then use one of the options (probably Angular Threshold under the normals command in the model viewer) Some programs produce .mat files, but these will likely not be compatible with the Leadwerks .mat file format. I would ignore any .mat files that haven't been produced in Leadwerks, since these vary widely across the board.
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Oh it does? Well you don't need to worry about that then. It's ok to just not export the texture map and to put it in the Leadwerks project folder with the model in it's original format (whether .png or another format).
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Just import whatever texture format you are using. There is no way to export .tex files. These are generated when you put in .png, .tga, .bmp, etc. files into your project.
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A prefab is just a collection of saved values of an entity. It really doesn't matter if the mesh you have is a prefab or not. That being said, I'm not sure about the pistol, but usually these types of actions are controlled by the FPSPlayer.lua file. So, you aren't required to add any script to the prefab you made, and in fact it would likely to be less efficient if you did. To sum up what I'm saying, take a look at the FPSPlayer.lua file (don't attach it to your prefab). You should easily be able to do what you want to do in there.
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No shadows in editor for directional light
nick.ace replied to nick.ace's topic in General Discussion
Hi cassius, I know this sounds like a stupid suggestion, but did you restart Leadwerks? That's what fixed it for me after I updated the project. I have nearly an identical rig to you, but my drivers are a bit behind. -
No shadows in editor for directional light
nick.ace replied to nick.ace's topic in General Discussion
I just relaunched Leadwerks after updating, and it's working fine (I guess it doesn't update the editor until Leadwerks is restarted? I reloaded the map after updating in Project Manager, but nothing happened). I guess I should have just restarted to begin with! Either way it works fine now. Thanks! -
I apologize if this has been asked before (I tried searching, but nothing useful has come up). Anyway, in the editor after I updated Leadwerks, I get this error repeated many times. Basically, my whole scene in the editor has no shadows. Error: Uniform "shadowmapsize" is not a vec2 value. Am I doing something wrong? (I'm not sure if this is bug or a new "feature"). Note that it does work in game with the same shaders and such (except DOF, but i doubt that has anything to do with it).
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I think GIMP and Paint.net can both open it, but you need to install plugins for importing this file format (RAW).
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Halloween Game Tournament II Kicks Off
nick.ace commented on Admin's blog entry in Ultra Software Company Blog
I might just have to enter then... -
Halloween Game Tournament II Kicks Off
nick.ace commented on Admin's blog entry in Ultra Software Company Blog
Is it possible to buy that t-shirt? It looks really cool!