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macklebee

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Everything posted by macklebee

  1. yes its odd as my old 9800 got around 40+ or so with that scene... even with severe cooling issues...
  2. http://www.leadwerks...dpost__p__34892 or simply check the class of the picked entity... a simple line pick from your entity should work fine without needing to find the terrain... then measure the difference in height from the return picked position to your entity's position since you have tried various ways already, maybe you should just post an example of what you currently have so we can see what could be wrong?
  3. How do you assign the terrain base texture via code? Is it part of the terrain alpha map? Or is there an undocumented command that sets this?
  4. this might apply to what you are talking about from the man himself: http://www.leadwerks.com/werkspace/topic/4173-texturing-changing/page__view__findpost__p__37152
  5. the lua raycasting commands use the exact same syntax as the c/c++/bmax commands... i would assume the documentation sub forum is this: http://www.leadwerks...nce/raycasting/
  6. i agree its not what i would consider to use for rigging, but it does have the ability to create bones, assign vertex weights, and add/edit keyframes... but its a very limited interface. I would not dream of trying to create a bipedal animation with it but you could make a simple animation like a valve actuating with it fairly easy...
  7. i sent a PM to Josh with an example that shows the issue - he has read it but has not responded.
  8. yes i can confirm this as well... its an odd little bug... first instance of any model won't show the attached item but subsequent models will... interestingly enough though, it only seems to be a problem with models with LOD's. if no LOD's, then just attaching to the model instead of the GetModelLODEntity seems to work just fine with the first instance of the model...
  9. you have to copy the entire Scripts folder over into your project folder
  10. so you behave like this, insulting people here, and you expect some kind of an apology from Josh? yeah... good luck with that...
  11. seriously, you have been trolling this forum for almost 9 hours because of some perceived slight towards you? wow... that is just sad... someone needs to get a life... You really have not made a good impression here. So instead of just asking your questions, you decided this was the best way to introduce yourself to this community? If this is what we can expect in the future from you, I will disagree with yougroove and concur with clackdor.
  12. SOPA but its gone now... you need to clean out the browser cache to get rid of it...
  13. as far as i know, they can only do bipedal characters at the moment...
  14. do you give access to change the relational position/rotation of the child meshes to the parent as well?
  15. so its just the showcase/blogs rolled into one place?
  16. you need to save them as GMF from uu3d as GMF is the only model format LE2 accepts... there is a plugin freely available at the uu3d website for exporting to GMF
  17. when the raycast collision type is set to 0, it returns everything it hits regardless of the entity's collision type Also, the third parameter for Collisions() is not boolean...
  18. because a raycast only works on meshes/terrains... so search the forum for GetMeshModel and you will find several examples that show how to do this...
  19. zsort=1 & overlay=1 in the material file
  20. just simply set the material to nil... but you also have to remove it from wherever it was being used by either freeing the mesh or painting that mesh a different material.
  21. its useable but if you don't have to use the prefix then why not get rid of it?
  22. according to the version.txt file, it was version 2.32: -Implemented entity octree with hierarchical culling and picking.
  23. it would be preferred from my perspective if we dont have the prefixes just from the concept of keeping commands the same between languages...
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