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Angelwolf

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Everything posted by Angelwolf

  1. Ok, so basically the only way I can get this to work is to have what used to be referred to as 'Monster Closets'? Although that's useful as I *do* have monster closets in my game, it doesn't help in that the monsters can't walk through the many doors in my levels. Even if there was a way to have the monster open the door himself, that would be fine too (possibly even preferable!) but I've got no idea at all how to do that. Am I right in assuming that your more complex solution is to have the door as an object with a mass of 0, but when the player uses the object the mass is temporarily set to 10 until the joint cycle has completed?
  2. I'm wondering if anyone can help me out with this. I have some doors in my map which slide upwards to open. I need my monsters to be able to pass through these doors when they are open. I though the way to do this was to un-tick 'Nav obstacle'. This helps in that it then builds the navmesh through the door, but the problem is that the monsters can pass through even when it's closed. I have tried to play around with the collision settings of the monsters but I can't seem to work it out. Anyone know of a way around this?
  3. Thanks for your fast replies. Will give this a go when I can! Odd how you have to download them individually though, even though they are supposed to be bundled together.
  4. No, my linux box couldnt handle LE if I even tried!
  5. I've used Fuse to create my model and I've then uploaded it to Mixamo where I've had it autorigged. Chose my animations and downloaded the FBX file. Added this to Leadwerks, set up the materials and ensured an animation shader has been used. The default animation is the character standing in the 'T' formation. When I try to add animations by loading them via file, nothing happens. I can see in the event log that the animation mdl is loaded and then immediately deleted. What gives? How can I get this working?
  6. Any children items with a script attached (even if its empty) will move with its parent. Id say try using - (p) Camera - - © Helicopter body - - - © Rotor - - - - © Rotor blade Where p is parent and c is child. Ie, camera parent, helicopter body child of camera, rotor child of helicopter body, rotor blade child of rotor
  7. Im shooting in the dark here, but dont you need the animation shader as normal as well as shadow?
  8. When you double click your model from the assets (not scene), you should be able to see the animations and bits etc. From the options at the top, click tools then Calculate Normals. Try using Angular Threshold and see if that makes a difference?
  9. Thank you! Turns out that this, combined with the animations themselves, were the problem. For anyone trying to export their model from Blender, you need to go to the Dope Sheet, set to Action Manager then add a new animation, click the 'F', make your animation with keyframes, then export. You also need at least one bone armature. When exported, the material must be applied with the before mentioned animation shader. Maybe Ill do a video tutorial on this one day when Ive got the knack of it, to help out others.
  10. This. Please. Better Categorising of games is needed too. I want to be able to choose the category of my game, not have one assigned automatically. Eg, WolfTale is listed under horror but I definitely think that Adventure or Puzzle would fit better. Also, as mentioned by Brutile (and myself in the past) a category for each tournament or even just a single tournament category.
  11. Im not even sure what that is, or how to export them (they're exported, right?). How can I use animation shaders?
  12. Okay, so here's where I'm at with this. I have loaded the model. I have added the FPS gun script and tweaked the offset and rotation to have it match my player. I have added a pivot to the end of the barrell called 'muzzle'. The gun now loads, is in view, and can shoot (Hooray!) However, I have one final problem now. I can't seem to reload it. Given I am simply using a model for this with no animations, I am assuming that it's mandatory to use a reload animation with it? Any way to bypass this? E; Turns out I was right, it needs to have a reload animation. I have one in Blender but can't work out how to export it properly. When the model is imported into Leadwerks, it sees that there are keyframes but the model doesn't actually animate. I'm sure it's a problem with Blender not exporting properly but God only knows what settings are actually needed there.
  13. If I add my model, add the gun script, save as prefab and try to use as a weapon, it doesn't show on the FPS player when in game. I though the empty box was required as I'd read this on forums before. Essentially to act as a bone, or linking point (apparently).
  14. Hello Everyone! So I'm looking to make a gun from scratch. From what I'm aware, these are the steps: Make a model, export as FBX Add to Leadwerks scene Add empty box as child to model within Leadwerks Add Gun script to model Save as prefab Set prefab to player start weapon However, I have tried this and I can't get it working. Is there a guide or tutorial on this?
  15. Dungeon Creeper Introducing my latest works - Dungeon Creeper! Now available in the Leadwerks Launcher. This is an entry for the Winter Games 2016 contest, and is my second time taking part in a Leadwerks competition. (My first was the Halloween Contest 2015 with WolfTale). Dungeon Creeper is a short 3D side-scrolling game with a wintery twist. You play as a maintenance worker who is sent on different assignments to fix machinery for clients. Your latest assignment is to go to Snow Town and reset their broken down snow machine. But watch out for the spiders and spike-traps hidden beneath! Grab your shades, suntan lotion and winter jacket and embark on your adventure. I've really tried to make better music this time around (WolfTale's techno and jazz clash was definitely a learning curve!) and to rely on less assets. In fact, the only assets used in Dungeon Creeper that I didn't make is the crawler, the tree (Leadwerks provided) and the flame used on the torches (shadmar's fire pit). Controls are: A - Left D - Right W - Interact Space - Jump Shift - Sprint Interested? Get it here! Title: Snow Town: Dungeon: If you decide to give it a go, I hope you enjoy it! Like any of my work, I'm always interested to hear feedback - good or bad. Don't be shy!
  16. As a fan of this film since release I applaud this idea and can't wait to see how it develops.
  17. Angelwolf

    Slight Rebrand

    Makes sense to me. I avoided LE for a while as I thoight indie edition was only a stripped down version of the real thing. Much better to think of the C++ ability as an addon.
  18. They're amazing screenshots, well done on your progress!
  19. Using vegetation tools makes LE 4 crash on my machine. If no vegetation layers are used, everything works fine. If I am painting, or have painted vegetation, its only a matter of time before it crashes. This could take 30 seconds or 3 minutes, but it'll crash without fail. If I remove the vegetation layer, everything is fine again. What gives? Using Asus G73JH laptop if that helps, with Windows 10.
  20. Slightly off topic, perhaps, but does using vegetation cause anyone else's LE to crash? When painting vegetation, my LE will sometimes crash and I have no choice but to restart it. And since putting the vegetation down without crashing, sometimes my LE will crash when I happen to fly past it in perspective view. Using an Asus G73JH laptop if thats of any help.
  21. Okay, so I'm trying to have my 3rd person model (at a side on, 2d style view) look left when walking left, and to look right when walking right. So far, walking right is not a problem. The model animates and walks, facing the correct direction. When walking left, however, the model 'moonwalks'. He'll move backwards, but will face forwards. local movex=0 local movez=0 self.input[0]=0 self.input[1]=0 if window:KeyDown(Key.D) then self.animationmanager:SetAnimationSequence("Run",self.animspeedrun,300) self.input[1]=self.input[1]+1 self.animationmanager:SetAnimationSequence("Idle",self.animspeedrun,300) end if window:KeyDown(Key.A) then self.entity:SetRotation(0,-90,0) self.animationmanager:SetAnimationSequence("Run",self.animspeedrun,300) self.input[1]=self.input[1]-1 self.animationmanager:SetAnimationSequence("Idle",self.animspeedrun,300) end if window:KeyDown(Key.S) then self.entity:SetRotation(0,-180,0) end if window:KeyDown(Key.W) then self.entity:SetRotation(0,365,0) end local playerMovement = Vec3(0) playerMovement.x = self.input[0] * self.moveSpeed playerMovement.z = self.input[1] * self.moveSpeed Any ideas?
  22. Screenshots look very promising!
  23. Another example of multiple leadwerks users working together to solve one issue for an individual. This is what I love about the LE community.
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