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macklebee

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Everything posted by macklebee

  1. Slippery floor =/= skiing. The suggestion that was given to you was to make the character controls not stop on a dime but to drift before coming to a stop. Several people used it many times back in LE2 days to give the impression of a slick floor. This would not resolve the issue here. The character controller behavior going up a slope and slowing down is what one should expect as that also occurs in the real world unless you increase the amount of forward force. Unfortunately the character controller due to its nature will slow down when going down a slope.
  2. The player is the camera or the camera is parented to the player? What is the code for 'cameraRotationY'? What determines if 'cameraMovement()' (is this right? is it supposed to be a function? how is the function being evaluated?) is true? EDIT-- I thought I had read something similar about not being able to rotate the character when no strafe or movement: http://www.leadwerks.com/werkspace/topic/15442-setinput/ Are you in the Beta? Or has Josh not reverted this back yet?
  3. Yes, I would say the number of bones definitely has more to do with performance than the polygons - at least comparing the crawler to the zombie models. The crawler has almost twice as many polygons as the zombies.
  4. The zombies have 54 bones - the crawler has 24. That is more than twice as many bones that have to be cycled through for the animation cycles. Not really surprising that it costs more to run than the crawler. Other than the run animation where the hands/fingers change position as compared to the other animations, there really wasn't a reason to have separate bones for each finger joint. If I had the fbx version of these models, I would remove those bones to get the skeleton hierarchy down to a reasonable number if I was going to put a lot of them in a scene.
  5. http://www.leadwerks.com/werkspace/topic/13958-graphics-drivers-downloads/
  6. and then it just exits the program when you close out that window...
  7. Dunno, but is this Nero software spamware? Downloaded it and just got tons of ads popping up to purchase different Nero software. In any case, I used the Nero Wave Editor to convert a song into WAV and OGG and they both failed to load into LE. I used Audacity to just resave these WAV and OGG files and they both work fine in LE. Audacity is free and a great tool without pop up ads. Now excuse me as I disinfect my computer of this horrible Nero software.
  8. That ogg file provided fails to load properly in LE and results in the error: "corrupt or missing data in bitstream." But opening the file in audacity and just saving again as ogg and it loads just fine in LE. final_audacityOGG.zip Interesting to note is that the resaved ogg file saved as a smaller file. https://sourceforge.net/projects/audacity/
  9. I can get it to do exactly what he is showing in that video if I change the steam_appid.text file to contain anything other than 480 (or 355500).
  10. Looking at the video posted, it appears that he does.
  11. The steamworks overlay works for me with either 355500 or 480 but only if Steam is running. Though only the game's hud is visible when I use the Game Launcher number (355500) and not the game's world. If I use 480, then I see the world, the hud and the steam overlay.
  12. http://www.leadwerks.com/werkspace/topic/11267-opengl-error-gl-invalid-enum/page__hl__invalid_enum
  13. Yes - can confirm. Previous ogg file was 1.3 MB and it took almost 11 seconds to load and now it takes 0.24 seconds. Comparatively the 16MB wav version of the same file takes 0.4 seconds.
  14. Its already in the script which is why you cannot see the player. You need to comment it out or remove it.
  15. Did you edit the fpsplayer script to make the camera view as third person? If so, let me suggest you save the script as another name to avoid any possible overwrites due to updates. Also, the fpsplayer script changes the player model's material blend mode to invisible upon gameplay. Comment out the following line if you want to see the player: self.entity:SetMaterial(material)
  16. Will probably need to see the model (fbx) to be able to tell for sure. Just out of curiosity, what happens if you flip the normals on the model via the LE Model Editor? Do the missing wheels show and everything else look funky? Also, what is the current vertices and polygon count for this model? Never mind, I see from the third pic its 52,326 vertices and 74,338 polygons.
  17. Hard to say with the code provided. Does the 'entity' have a mass greater than 0? Does the 'entity' have its Physics Mode set to Character Physics? Have you tried printing out the values of 'normalizedmovement' X & Z values? What's the 'maxaccel' variable set to?
  18. The default directional light that is created with the new map is set to a static shadow mode (at least in my map). If you want to see shadows on dynamic objects then you have to set the directional light's shadow mode to static+dynamic. Entities that do not move should use the static shadow mode and entities that do move like your controller/model should have their shadow mode set to dynamic. Refer to the remarks for Entity::SetShadowMode() for more information: http://www.leadwerks.com/werkspace/page/api-reference/_/entity/entitysetshadowmode-r826 On a side note, what is the extra boolean parameter you are using for SetShadowMode()? In any case, looking at your code, you should only have to set the controller's shadow mode if you are going to use parenting. --Edit - If the directional light that is automatically inserted in new maps has its shadow mode set to static only, this probably should be changed to static+dynamic. It's interesting to note that if you add your own directional light to an Editor scene, then the directional light's shadow mode is automatically set to static+dynamic.
  19. What is your controller? A pivot? Why not just make the model the controller? In any case, it looks like when parenting, the child will inherit whatever the parent's shadow mode is set at and it will not allow you to override that. So either make the model the controller or set the controller's (pivot's?) shadow mode to dynamic/static/buffered/anything other than 0. window = Window:Create("example",0,0,1024,768,513) context = Context:Create(window) world = World:Create() camera = Camera:Create() camera:SetRotation(35,0,0) camera:Move(0,0,-8) local light = DirectionalLight:Create() light:SetRotation(35,35,0) ground = Model:Box(10,1,10) ground:SetPosition(0,-0.5,0) ground:SetColor(0.0,0.25,0.0) shape = Shape:Box(0,0,0, 0,0,0, 10,1,10) ground:SetShape(shape) shape:Release() ground:SetNavigationMode(true) world:BuildNavMesh() player = Pivot:Create() player:SetShadowMode(Light.Dynamic)--remove this line to have no shadow on visiblecapsule local visiblecapsule = Model:Cylinder(16,player) visiblecapsule:SetScale(1,2,1) visiblecapsule:SetPosition(0,1,0) player:SetPosition(-4,0,0) player:SetMass(1) player:SetPhysicsMode(Entity.CharacterPhysics) while window:KeyHit(Key.Escape)==false do if window:Closed() then break end player:GoToPoint(4,0,0,1.4,1) Time:Update() world:Update() world:Render() context:Sync(true) end
  20. Try changing the max acceleration and deceleration values of the SetInput() function: http://www.leadwerks.com/werkspace/page/api-reference/_/entity/entitysetinput-r706
  21. No, it also allows you to quickly perform sequence extractions from the current animation sequence. It will set the starting and ending frame, and give it a name. Essentially its like the batch version of performing the extraction manually. Format: Animation name, Start Frame, End Frame Usage: Open character in Model Editor and select File>Load Animation... Select the text file that contains the animation list: T-Pose,0,18 Walk,19,41 RunForward,43,61 Punch1,62,82 SwordAttack1,83,101 SwordAttack2,104,129 FrontKickandSwordAttack,130,207 Puch2,208,233 TakeHitReelBack,234,286 DodgeDuck,287,276 Idle,377,694 Jump,695,763 FallBackwards1,764,801 FallBackwards2,802,822 LyingontheFloor,823,852 GettingBackUp,853,881 RaisedSword,882,903 And magically, it will extract all of the animations which will only require you to delete the original single track animation.
  22. I get an error in the Beta's lua version if I try to do that.
  23. er - that's exactly what LE uses is keyframe animation. Keyframe animation is just the Position/Rotation/Scale of each bone at each frame of the animation. When you are setting the animation frames in LE, you are telling it to set the bones at these P/R/S values based on these keyframes. Skinning is essentially just the model's surfaces vertices being affected by the bones' weights and the bones' P/R/S values.. <---At least this is exactly how every animation tool I used over the years for LE has worked. Set the weights of the vertices to the bones and then set the keyframes. --EDIT: as far as the user's problem, I don't know why LE doesn't like the animations. When opened in Ultimate Unwrap 3D and saved as a LE MDL file, the animations work just fine. Do you happen to know what version of FBX this is? 2015, 2012? ascii? Here's the UU3D saved MDL file: sensor bot.mdl
  24. The parent entity is not the object that has a surface. Since for some reason you prefer doing your own collision hull, the hull along with the actual rock model are children. So just set the recursive parameter to true in SetColor() for it to change. Granted you have to use the modified SetColor() command for it to work... self.entity:SetColor(1,0,0,1,Color.Diffuse,true) ^^I have no idea when the new parameter for Diffuse/Specular was inserted into this command. I didn't realize it until I got an error for trying to set the color with a Vec4 and true for recursive. Seems like that should be an option. Current options: Syntax void SetColor(float r, float g, float b, float a=1.0, int mode=Color::Diffuse, bool recursive=false) void SetColor(float r, float g, float b ) void SetColor(const Vec4& color, int mode=Color::Diffuse, bool recursive=false) Should also have two other added since its been the standard for almost 10 years prior: void SetColor(float r, float g, float b, bool recursive = false) void SetColor(const Vec4& color, bool recursive = false) I also wouldn't mind if these were allowed as well: void SetColor(const Vec3& color, bool recursive = false) void SetColor(float r, float g, float b, float a, bool recursive = false) void SetColor(float r, float g, float b, float a)
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