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Everything posted by MarkusR
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drag & drop from scene tree view to entity property (locked textbox...) show wrong icon. the drop icon is also wrong over ROOT.
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today i waste hours to find a nasty bug^^ i want use my call output "Open" with a other prefab door but it not work anymore. i just want switch light on if door opens but nothing happens. it seems the flowgraph have a problem with same names and did not find the correct object. all objects in scene tree view must have a unique id but i can not see what they internal have. i rename a object under general name and my call output work. arrrgggg. this prefab have all the same name and internal maybe the same id. (after rename it is not a prefab anymore.) please fix it
- 5 replies
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- bug
- waste time
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(and 2 more)
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today i copy/paste scene elements to a pivot for better overview. but if my pickup truck belongs a pivot the "nav obstacle" flag is ignored, means there is no space in nav mesh. 2. if u click a object in 3d view the top level pivot with all sub object are selected, that is unwanted. 3. if monster belongs a pivot they run to player but not attack. they can't calculate distance or so. 4. the thing with a pivot group inherited the light shadow cast. ohh, please please please make a context menu over selected items "set group .." then a list appear with group names. in list u can add/remove group names. beside group name the sub object count stay in brackets. removing a group, content will goto root. all groups just listed in treeview.
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What exactly is the polygon limit for Leadwerks???
MarkusR replied to David Mortensen's topic in General Discussion
i saw 3 things that outbrake the engine. physics collision. ai monster lua. turning/moving 3d modells with property static shadow (if it make sense use dynamic) -
What's the biggest development challenge you face?
MarkusR replied to Josh's topic in General Discussion
get the made 3d models correct in the game engine cost a lot of time and its a big challenge for me. example: the texture/color is missing, the texture coords or scale or offset are wrong, the modell converted ugly, the model have wrong scale, wrong axes,mesh out of center, the normals or wrong, the modell did not update in scene or treeview, search and copy texture files in filesystem and so on. there is space for optimization. i waste a lot of time with stupid export parameters and workarounds. i prefer a (WYSIWYG) 3d modeller from leadwerks engine. -
did u use a click sound at this button, with fps script u get a hand symbol and key e clicks. here i made some screenshots.
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u can moving a platform with the SlidingDoor.lua
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btw, we need also a eye icon in tree view, for fast hide/unhide scene objects. as example screenshot, u can hide a house but show some inside objects for arrange.
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u said the model are instances, so the left wall in three view must be left wall in 3d view. for me its a "bug"
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yo, thanks
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arrgg, i found this in tool bar, thanks. that is a very special feature. this button should blink in red. what about tooltip texture uv's changing at object moving! emmm, if the button is on or off the texture is moving!? and undo not work. it is not a model, is was a cube made by toolbar saved as prefab, the file: Error You aren't permitted to upload this kind of file
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Yo, thanks.
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i need this feature too. maybe tag's whould also be fine and a filter like the assert fileextension below. u tag objects and then just rebuild the treeview by a filter.
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@YouGroove you not understand, the normals are in the fbx file and its possible to read this. i believe i try blender for shiva engine but never mind. i know blender is free but the usability is bad, my view. it was not a bash, u can use blender if u have fun with it. the original thread started as suggestion...
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ha ha give me a key word for searching there ... u means the suggestion box sub forum? did you know its already asked or have a link for this topic?
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hello, is there a way to group models in the scene tab tree view in a folder?
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@yougroove, yes thanks, please look and read above my entry with Assigning Normals from fbx documentation. blender have two fbx imports, one selfmade and one with the fbx sdk i had read. the fbx sdk read&write a perfect file for version xyz. cheetah export as fbx 7.4.0 or 6.1.0 long ago i try also blender 2.5 and the fbx export was unusable for me and i found better modelling software. @josh, please look at Quote above from fbx doc.
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did you try run/cancel a few times if the progress stay longer? hmm, this make other error, i try/need it for the turning part.
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thanks, its more than i want, i tryed today but without success ... need more time,but i just want wobble water without reflection. just i found a water normal animation textures in workshop files
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no its not on cheetah side. blender is a worst tool (in compare with cinema 4d) & maya is a expensive tool. cheetah is a very powerful tool for modeling, rendering and animation with a best price on this earth. (i have also alternative 3d apps.)
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here it is. at resolution 5 it take a long time, sometimes after cancel the error appear. the file change today but i can reproduce it with this file.
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i don't think its a option,i believe him, he said he wrote normals to the file. seems there are two ways to save it. did the leadwerks engine useing the autodesk sdk for reading fbx files? i will search for some infos here ... http://help.autodesk.com/view/FBX/2015/ENU/ here is something about the normals. http://help.autodesk.com/view/FBX/2015/ENU/?guid=__files_GUID_5EDC0280_E000_4B0B_88DF_5D215A589D5E_htm
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some strange behaviors if i move a prefab object up the uvs change? or do i something wrong?
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ahh thank you. please insert it for other peoples before this message in this template skript. :-)