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macklebee

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Everything posted by macklebee

  1. see this explanation: http://www.leadwerks.com/werkspace/topic/10362-physics-collision-overlap/#entry76649 A collision type of 5 is debris, not trigger. And debris only has a "sliding collision" with a scene or prop collision type. For all of the other inherent types there is supposed to be no collision with the debris collision type.
  2. Which is why I suggested above for you to create your own custom types and set the responses as needed. There is a difference between a trigger collision TYPE and and a trigger collision RESPONSE. That table is showing the default (inherent) types and their responses built-into the engine. The collision names shown on the top row and left column are the built-in collision TYPES. The cells that use the red/green/yellow text are denoting what RESPONSE happens when the two types come into contact. So like I posted above, the engine only has three available responses for when any two physics objects come into contact: 0: no response 1: collide 2: trigger <--actually appears to be 4 Actually since LE3, it appears that the value for the trigger response is set to 4 since Josh used the same variable name for trigger type and trigger response instead of numbers. So probably the safest way to setup the response is to use the Collison.* variable names so there is no confusion on what to set the values. So if the built-in collision types and their responses do not fit your needs, then you can create your own custom collision types and set the responses you need (or add new responses to existing types). for example: entity1:SetCollisionType(10) --Custom TYPE entity2:SetCollisionType(11) --Custom TYPE Collision:SetResponse(10, 11, 2) Collision:SetResponse(10, 11, Collision.Trigger) List of inherent types: Collision.Prop = 1 Collision.Scene = 2 Collision.Character = 3 Collision.Trigger = 4 Collision.Debris = 5 Collision.Projectile = 6 Collision.LineOfSight = 7 List of possible responses: Collision.None = 0 Collision.Collide = 1 Collision.Trigger = 4 Its been available in lua for a couple of weeks now.
  3. I am using the steam version; I don't know about the OP. As far as when exactly it occurs is hard to say - in debug mode in that scene I am running single digits so everything is extremely choppy. But I can confirm that it does occur when you fire the weapon. Another person new to LE tonight experienced the same bug as well right after being confounded by the steam list view launch bug, so needless to say he was a little over-whelmed by the crashes right from the start of his LE usage.
  4. i can run it in release version but not debug without getting the error you posted
  5. +1 to having it as an adjustable option in the editor in case you didn't know, shadmar made a nice little hack script to fix this for the time being: http://www.leadwerks.com/werkspace/topic/10337-having-issues-with-zooming-out-in-the-terrain-editor/#entry76292
  6. ah nice MG... i didnt realize that was a requirement as well... just selecting a material prior to creating the csg resolves it
  7. go to scene tab and look at that object's Appearance tab in the properties dialog. I suspect the material is set to invisible.mat or some effect material that makes it invisible.
  8. you are supposed to be able to hide children and hide the parent + children. EDIT3 --yeah its strange whats happening because it looks like the hierarchy is being broken, but the problem is being caused by the csg brushes being optimized into a singular mesh. If memory serves, you can fix that by either adding a mass to each csg brush or an empty script and then it wont happen.
  9. Entity:GetCulled() appears to always return false. Lua example code: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entitygetculled-r768 On a related note, SetOcclusionCullingMode() in the documents is listed as SetOcclusionMode. Also, in the script editor, SetOcclusionMode is highlighted but causes an error, whereas SetOcclusionCullingMode() is not highlighted and appears to work.
  10. yeah the animations do look expensive but supposedly you get two free animations a week... the quality of those I do not know. i really don't need my characters dancing... As far as the issue with the skinless animations, i've just been playing around with the files in uu3d. If I add an origin bone to the skeleton and export it out to mdl then it appears to resolve the loading into leadwerks, Just have to figure out the scaling needed to get the skeleton down to my base model size.
  11. Yeah purchased as well. There is one item that needs to be resolved though. The skinless animation skeletons' hierachy will not match with the skin animation skeletons which will prevent it from loading them in LE. Talking with Mixamo support, they say they are not adding the extra origin node so it must be LE. Don't know if that is true or not since I see that node show up when using uu3d as well. The only way I found around it so far is to export the individual animation with a skin (mesh), but that is time consuming and means you will miss out on some of the free animations in the locomotion pack as they are not available for free individually.
  12. The mdl file was fine. The map file showed two house models in the scene. If I had to guess, he had the model selected prior to trying to run the App.lua, so somehow he copied the model prior to running the scene.
  13. If I can understand what you are describing, thats what a trigger collision response does. You would probably have to setup your own custom collision type(s) then set the response for your collision types. entity1:SetCollisionType(10) entity2:SetCollisionType(11) Collision:SetResponse(10, 11, 2) --where SetResponse() has three options for the 3rd parameter: 0: no response 1: collide 2: trigger 4: trigger <<--- edited: LE3 changed it to this
  14. Basically what Aggror is saying, give files so it can be tested. Videos are nice to demonstrate the problem but without a way for users or Josh to test, it makes it difficult to troubleshoot.
  15. yep, that is correct! functionApp:Start() self.window = Window:Create("dynamic material example",0,0,800,600,Window.Titlebar+Window.Center) self.context = Context:Create(self.window) self.world = World:Create() self.buffer = Buffer:GetCurrent() self.camera = Camera:Create() self.light = DirectionalLight:Create() self.light:SetRotation(45,45,45) self.box1 = Model:Box() self.mat1 = Material:Create() self.shader = Shader:Load("Shaders/model/diffuse.shader") self.mat1:SetShader(self.shader) self.shader:Release() self.box1:SetPosition(0,0,3) self.box1:SetMaterial(self.mat1) self.mybuffer = Buffer:Create(100,100,1,1) return true end function App:Loop() if self.window:Closed() or self.window:KeyHit(Key.Escape) then return false end self.box1:Turn(Time:GetSpeed()*0.5,Time:GetSpeed()*0.5,0) Time:Update() self.world:Update() Buffer:SetCurrent(self.buffer) self.world:Render() Buffer:SetCurrent(self.mybuffer) self.context:SetBlendMode(Blend.Alpha) self.context:SetColor(1,0,0,1) self.context:DrawRect(0,0,100,100) self.context:SetColor(1,.5,0,1) self.context:DrawText(string.format("FPS: %.2f",Time:UPS()),15,40) self.tex = self.mybuffer:GetColorTexture(0) self.mat1:SetTexture(self.tex,0) self.context:Sync(true) return true end
  16. I would suggest building your own physics shapes by creating primitives using the inherent 'csg' entities in the editor. That would allow you to have multiple collision types for your one house model. Once done, add the invisible.mat to the primitives to hide them and then make all of them one prefab.
  17. marry a woman that nags? great work shadmar.
  18. what is the physics quality set to? just the default? try other settings: http://www.leadwerks.com/wiki/index.php/Worlds#SetPhysicsQuality
  19. Light::SetShadowMapSize() --also doesn't appear to be exposed to lua buffers and all of its related commands and settings- no documentation but exposed to lua Texture TFilter, AFilter, MaxAFilter commands...
  20. search bar to filter asset browser here: http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/asset-browser-r674 and to view model, double click it in the asset browser to open the model editor: http://www.leadwerks.com/werkspace/page/documentation/_/user-guide/model-editor-r16
  21. well i had gotten around it by exporting the individual animations with a mesh (skin in mixamo) and then apparently the skeletons are the same and doesn't cause any issues loading in LE
  22. Ah! nice catch! The naming for shaders being the exact same between animated and static models got me. I assumed that when the mat was auto-created that it grabbed the correct shader. Lesson learned. thanks.
  23. Thanks for the inclusion of the material name. Very helpful.
  24. well it can be done by creating your own buffer, drawing to it, getting its the color component, and then binding that to the diffuse texture of model's material. function App:Start() self.window = Window:Create("dynamic material example",0,0,800,600,Window.Titlebar+Window.Center) self.context = Context:Create(self.window) self.world = World:Create() self.buffer = Buffer:GetCurrent() self.camera = Camera:Create() self.light = DirectionalLight:Create() self.light:SetRotation(45,45,45) self.box1 = Model:Box() self.mat1 = Material:Create() self.shader = Shader:Load("Shaders/model/diffuse.shader") self.mat1:SetShader(self.shader) self.shader:Release() self.box1:SetPosition(0,0,3) self.box1:SetMaterial(self.mat1) self.mybuffer = Buffer:Create(100,100,1,1) return true end function App:Loop() if self.window:Closed() or self.window:KeyHit(Key.Escape) then return false end self.box1:Turn(Time:GetSpeed()*0.5,Time:GetSpeed()*0.5,0) Time:Update() self.world:Update() Buffer:SetCurrent(self.buffer) self.world:Render() Buffer:SetCurrent(self.mybuffer) self.context:SetBlendMode(Blend.Alpha) self.context:SetColor(1,0,0,1) self.context:DrawRect(0,0,100,100) self.context:SetColor(1,.5,0,1) self.context:DrawText(string.format("FPS: %.2f",Time:UPS()),15,40) self.tex = self.mybuffer:GetColorTexture(0) self.mat1:SetTexture(self.tex,0) self.context:Sync(true) return true end
  25. you know you can actually just reply to your existing posts without creating a new one each time, right? http://www.leadwerks.com/werkspace/topic/10300-blender-exporter/ http://www.leadwerks.com/werkspace/topic/10305-blender-exporter/
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