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Everything posted by MarkusR
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can we get a y height settings for this One big infinite plane too? i agree with others, often i want fill a terrain "hole" with a small water plane. not all at zero level. maybe a shader what is scrolling a normal uv map.
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bump
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Reimport doesn't do anything for models
MarkusR replied to nick.ace's topic in Leadwerks Engine Bug Reports
the menu does not work for reimport, u can use after rescale / collapse etc.. this should reload the fbx file. try this workaround, rename .fbxxxx and back to .fbx -
in front of local z axis, with Transform:Point means vector 0,0,1 transformed with this function if front is z+ i see only Entity:SpherePick,PolygonPick,BoxPick instead of cone maybe coarse in steps with World:ForEachEntityInAABBDo / World::ForEachVisibleEntityDo i think some linepicks , Entity:Pick with radius is best. means left middle right, up middle down, 9 intersect tests.
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[INCOMPLETE] Model names wrong in scene panel
MarkusR replied to YouGroove's topic in Leadwerks Engine Bug Reports
may be a mix of booth, the (full) filename and the modell hirachie 1:1. (path as tooltip text.) often i don't know its folder source, modell or prefab, also if u rename it in scene panel with a better and unique name u lost the connection to the original source. -
[INCOMPLETE] Model names wrong in scene panel
MarkusR replied to YouGroove's topic in Leadwerks Engine Bug Reports
i guess the fbx import in leadwerks overwrite the root name. the name should be the same from modell editor modell top hirachie, means in blender or something else. i saw also a difference if me export all or only selected objects in shade 3d editor. -
i wish we get the same file list at runtime. can't get the zombie sounds at publish. also i had add them in remark. maybe because spaces in folder name? i had in remark also try _ for space.
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Convex Decomposition did not work for me too ...
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seems its part of ReleaseTableObjects(...) from "Scripts/Functions/ReleaseTableObjects.lua" for test i remark this calls in player script at Script:Release() --ReleaseTableObjects(self.weapons)
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Leadwerks Winter Games Tournament Kicks Off
MarkusR commented on Admin's blog entry in Ultra Software Company Blog
my part is here :-) http://www.leadwerks.com/werkspace/page/games/_/next-monday-r83 -
u need from Window class :KeyDown(Key.A) and for self.entity: any movement functions or maybe physics. zero gravity with physics :SetGravityMode(false) http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/ non physics with Translate u can put it up and down,forwand & backwards, left & right with Turn pitch, yaw and roll not global = local means along/around the objext axis x,y,z.
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this seems come from OpenAL (Open Audio Library) did u try clean the table here in player? Script:Cleanup()
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about vegetation, i like a click and it grow from self with some rules, maybe in a area what was defined as rectangle or circle or shape this can be done random and if you like the result it can be saved. this require some default plants with the possibility to exchange later and handle as normal game object.
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need one more command for using bitmap fonts. DrawImage(Texture* texture, int x, int y,int offsetx, int offsety, int width, int height) this function already draw all, think its easy to add.
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about updates, i like to see a listbox with files + checkboxes before copy. i think with c++ and engine api u are more save in combination of engine commands. the compiler check if a called function exists and the parameter match etc. may josh give u a normal license.
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about doors, at physics they need some space around or they have more collisions than u want in combination with polymesh collision its slow.
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the last problem i had with .GetPosition() it was this csg objects from toolbar made problem without have a script, it was not a entity object and something else i believe.
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maybe belongs the framedrop if .follow is used...
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Importing an .obj with an .mtl into leadwerks
MarkusR replied to lxFirebal69xl's topic in General Discussion
u can drag & drop also material in modell view window (from leadwerks editor). this material can use any texture. maybe try FBX® 2013.3 Converter http://usa.autodesk.com/adsk/servlet/pc/item?siteID=123112&id=22694909 if u drop a image file in engine project folders the .tex file will be generated automatic and u can edit is by double click in engine editor. -
have the same problen but did not know what the reason was. i did only use the changemap variable for main lua. in beta.
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called once but if the foollow will call again it should forgot the last follow. yes, its in release mode. current in beta. this follow have some automatically in engine.
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hi josh, please take a look in the. Follow function. there must be something wrong. this function runs as thread in background until stop is used. 5 zombies waste 40 frames if follow is used. this in my 10x10meter test area. today i had time to edit the copy of the monster ai script and disable parts with functions keys to see what happens. (means skipping the world and physics update loop) ps:i using the beta because its better than the normal version and me is magnetic for issues me using the engine since offer at steam.