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Everything posted by burgelkat
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Mhm ... thats strange.. if i put static shadow on .. i have only 20 fps.. (newest crimson driver) My Akt1 of Projekt Mortifer has only 15 fps if i play it.. i cant look in the debugger mode any longer since the last driver updates because i get an OpenGL error ... I have a sneaking suspicion that something is wrong at my leadwerks installation. I'd put Act 1 for disposal , but the zip file is always damaged during export . anyway.. thanks for looking
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Hallo, I'm a little test on the performance of Akt1 . In the small test map I have a loss of 30 fps . Why is this so and what's wrong ? what i have to do differently? and why it is so wrong as I designed it? Many thanks for your help (I hope the attached file funktion) test.rar
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Update Akt1_V0.8 WASD - Move E - Use Space - Jump Right Mouse - Weapon Zoom i - Inventory It is not finished by far . Akt1_V0.8 - Use the Scoreboard for the first instruction - After you get the certificate, you can use the car or you can play around at the shooting-range - the inventory has no realy a function. I will use it with a quest where you collect the item for the camping day (tent, flashlight, weapon, first aid...) Known issues - The Guard wont stop if the meanwhile scene is playing. You have to run after the scenes are played - Text-Labels are not all good sized. - The Pistol from the fps Weapon-Pak is not good placed if you zoom in - you shoot if you are in the inventory and click on a item Next Steps: If i have time.. fine tuning in Akt1 .. and begin akt2 Some objects are from the workshop . Thank you at this point to everyone who created this . Feedback is welcome!! I hope you have a little fun greetings
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Akt1 V0.8 is published I hope you have a little fun! Please read the description. Akt1 is not yet really ready but playable.
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Only two Errors to solve then i can publish :D Akt1
burgelkat posted a blog entry in burgelkat's Blog
There are two Errors or Problems in Akt1 1. I can only read the text once of "Interactive Sign " (From FlowGUI). If i read another text for example of a second sign and go back to the first sign then it shows me the text of the last sign i read. The same if i change the map 2. If i am dead i can´t go back to the start menue. (i included in my player script if self.alive==true then . . else if (window:KeyHit(Key.Enter)) then -- go back to start menu changemapname="start" end if this is solved i can publish. -
I downloaded the fuse model with one animation , i do not use a t formation. only one animation. then after downloading i set a new animation and download it again.. then i can load the animation into the other model. (I hope you understand me )
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Akt 1 is Near to the End. There are only a few steps .... Flowgraph can be confusing
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I have a similar error . My Game Crashes if i enable the collision in the vegetation tool (at this time only the beach tree ) . If I remove the trees Everything is fine . The same if I disable the Collision. Likewise, everything is fine when I launch the map directly . When I open the map on a Map Start with start menue then comes this error after loading (only if collision enabled). Everything was fine until I 've overwritten FlowGUI with the new update . I think the fault lies there. But why then just affected the vegetation tool is .. no idea
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... also some Live in the city
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I´ve been working on my game "Projekt Mortifer". To introduce in the Stroy , I would like to install a few " Meanwhile" scenes . Here it gets even to complications . There are certainly easier ways to build this in , but my programming skills are still limited http://www.leadwerks.com/werkspace/topic/13981-projekt-mortifer/ Should anyone have problems with the download, please just tell . The last upload shows an error. But if i try it out it function.
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Update Akt1 V0.5 I got an error message after publishing. But it Looks that the upload is ok. I downloaded it by my self and its function. Loading time is a bit long . Please be patient . While the Meanwhilescene, the guard will walk along. You have to run after him (He patrol along the wall). I will fix it that the Guard stops while the Scene Playing. I hope it function if updated by you
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Hello, Thanks for the feedback !! @ Josk .. My idea is also during the tour " Meanwhile... " scenes to build in. Let's see how I get on...
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Hi. Update Akt1 0.4 is uploaded. I tested it by my self. It works. Loading Time is a little long. But it works
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Hello everybody, after I struggled through me to publish the first steps now ( Just make friends visible does not yet work ) , I would like a little report on what happens next . I am an absolute beginner in the game create and write the scripts ( Lua ) . I watch many tutorials (thanks at this point to AggrorJorn ). Please have therefore little indulgence , if not all the same exciting and smoothly functioning Many used objects / assets will be replaced by me over time . It needs a little time to create these . Also in Blender i am a beginner. But it works better and better . Ok ... enough written My project is called " Project Mortifer " and will play in 3 acts . Act 1 takes place in a military camp . Before you'll released into the weekend still have several tasks to be fulfilled . ....(currently it is still certainly a bit boring because not all scripts work the way I want it) Act 2 plays then the campsite in the countryside . Nearby is a small fishing village / little town and farther away a military outpost . Here goes something not quite as it should ... Act 3 plays then in a bunker complex... I hope I hold it all through ( Programming is only a hobby .. ) So here .. some screenshots from the game. Constructive criticism is welcome . Just like help or ideas to make some changes Updates will be edited Greetings Burgelkat (Wolfgang)
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Vegetation Leaves are not weaving
burgelkat replied to burgelkat's topic in Leadwerks Engine Bug Reports
ah i solved it .... i simply used the shader of the ground plants now the leaves of the beech tree weaving.. -
Hello, with the new vegetation system there are new trees impelment. Only my pine01 has weaving leaves. For all other trees it does not work. Only the shadow moves . Shaders are all allocated as usual . Is this a bug or am I doing something wrong here?
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Hello, I have two questions about Lua. I am a beginner in Lua scripting and understand well only maybe 5 % of it. But i hope someone can help me First How can i additionally install in the Platform script that my Platform rotates in the direction of the next waypoint? (with "if self joint then turn..." it looks not really good) The Second question is: I build an entity that collide with a trigger i set the colliision typ to Prob (at trigger and the entity because with trigger and entity = character the script does not work) and put the platform script to the entity. (Yes, I know it does not really make sense but how i said i am a beginner). Now if the entity collide it stops moving. how can I bring back to the entity to continue moving to the waypoint? (sorry for my englisch again; my beginner scripts are sometimes very funny if i see the results but sometimes very frustrating i hope you understand my questions. when someone speaks German and want to tell me a little bit then he should send me a message i will give him my ts data.
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I think it comes to scaling the texture , if I put the material in a cube he looks like hiding . But if I enlarge the cube launched the material appears . I think the fault lies with me in the creation of branches ( Leaves )in blender. I put a all Files in a Rar . Tree8.rar
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i clicked double sided on, sorry i forgot to write this
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First, Sorry for my bad English I have created a Low Poly Tree in Blender and exportet to Leadwerks. If i generate Material now from a Leaves Texture (765x1024 alpha-masked) and put shader (defuse+normal+alphamasked) on it, my leaves are now hidden. What goes wrong ? I hope you understand my question and Thanks for your help Blender Look s. file Leadwerks Look s. file