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GSFC_1

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  1. Ultra crashes when the user is editing polygon data and while the user is dragging a polygon. If the user is dragging a polygon and the mouse cursor leaves the 3D viewport of origin, the engine throws an out of index error and causes Ultra to crash.
  2. switching between single viewport and multi viewport causes the frame buffer to crash and requires the user to switch between multi and single viewports numerous times to refresh the viewport.
  3. Can we add an axis indicator to the edit-poly function so that we can constrain the moving poly to one axis at a time? much like moving an object on one axis would work.
  4. OBJ is stone age!!! Only boomers use OBJ, trust me i am one!!! GLTF !!! format fight winner!!!
  5. HEY JOSH, bEN HERE, TRYING TO RUN THE EDITOR AND I KEEP GETTING THE SAME ERROR. BUT IT LOOKS GOOD DUDE.
  6. Editor Cam Icon should have visible Vector Arrow and simulated FOV cone/Geometry for visual inference.
  7. So, I know this is stupid, but, we should add some more acheivements. My ideas below Box-master : make 100 csg boxes lotsa boxes - make 1000 boxes enough with the boxes - make 10,000 boxes true enthusiast - 1000 hours battle-hardened - 2000 hrs Single, arent you? - 5000 hours 12-step program incumbent - 10,000 hrs Learners permit - activate the vehicle script daily commuter - drive 3 miles in a vehicle made in leadwerks heavy haulin - drive 10 miles in a Leadwerks Vehicle ------------------------- Just an idea.
  8. so..... again, the forum eludes me. How do you fix this?
  9. wait, why is this a bad idea rick? Scratch has been very popular with incumbent youth seeking programming knowledge. I think josh could write: "Did you ever use Scratch on R-pi? Well then you will dig the skittles out of this"
  10. Hey guys. Remember, that some of us are Artists, others of us are programmers, and occasionally you get someone that has tried to tackle both. Fluidity in process is key. The Flowgraph editor is still very useful to those of us that still have to "Cling to the handrail" pertaining to interactivity. I hate to say it, but I need to continue learning LUA, and I need to learn to structure my code to properly execute it. That would mean long lead times for me as a developer. I think, and this is an odd idea I must say, lets take a look at the documentation for the LUA scripts tutorial pages, we have several sections there. Variables, Constants, loops and a few other LUA API commands. I am trying to think of using LUA as a car mechanic goes to his toolbox looking for the "right tool for the job". Sometimes, I'm not sure what the right tool is but I know its in that toolbox. using a program like Raspberry pi "scratch" lays all the tools out for you and color codes connectable nodes. Maybe, you could color code nodes or even color code functions and constants, variables, etc different colors to show people that certain "tools are for certain jobs". I have a feeling some of the up and coming LEADWERKS users may be trying to hammer a nail with a protractor, or trying to tighten a bolt with a magnifying glass. (Oh, the mental images) Just an idea. for what its worth.
  11. Really proud of you Josh, you have quite literally moved mountains to get where you are. You skipped the low steps on the ladder and went straight to the top. gsfc
  12. So, I have an interesting predicament. Maybe I am looking at this the wrong way, but is there a way to export keyframes from blender without using an armature? For instance, I have a plane that is animated going from a very small scale to a very large scale across 12 frames, which I am going to use an interface panel in the LEADWERKS Game engine. Unfortunately I am unable to do this without using an Armature and I feel i could better achieve this effect using simple keyframing. Do I have to use an armature to do this? Also, should I still be ising the Blender -> Leadwerks Game exporter? Or is it outdated and I should simply use the FBX exporter? Thanks guys.
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