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randomdude

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Everything posted by randomdude

  1. How do I make popup messages? like the player gets into a trigger and than a messages shows up with some text.
  2. Yes sounds like a good idea. How about amazon? I can buy these cards everywhere.
  3. Too bad, I actually need a loading screen or a Tutorial for that. I have no idea.
  4. The mapname needs to be correct with lower and upper cases. if self.newbutton:GetText()=="NEW GAME" then if Map:Load("Maps/begin.map") then prevmapname = "start" --Send analytics event Analytics:SendProgressEvent("Start",prevmapname) self.newbutton:SetText("RESUME GAME") end end This works for me. make a screenshot of your scene in LW.
  5. No man, only this one instance ":Load(Maps/begin.map.)" leave the rest as it was.
  6. Have you changed the mapname in the menu.lua file? you need to set the name you have given your first map into the menu.lua at line 400-407.
  7. You can try it with the Listener instead of a pivot but maybe the .wav has a wrong bitrate that cant be played somehow. Try converting it into .ogg.
  8. I tried to fix it and wanted to update now, I´m just stupid.^^ The Animation names where wrong so it stopped working because of that. "Bug" is solved. Sorry about that. Okay I will try to code something with that. Thanks so far.
  9. Still faster than me though. haha Maybe someone else know. Good luck.
  10. I´m not sure but its probably no support for 4K and 8K stuff. Someone said it in a review. Maybe you need to write an extra shader for that, just guessing I have no clue.
  11. Hey, I´m not an expert on this but I tried the same and figured out you have to "unwrap" the UV in blender and also do recalculate the normals in the model editor. If you click on "average normal" you can select "angular threshhold". Dont know what it does but it worked for me.
  12. Sure I make them in my basement. haha Nah google for free BVH, makehuman, makewalk and blender. In blenders makewalk-tab you need to select "global edit" and there "fixate bone location". then export as .fbx. The thing I dont know at the moment is how to reassign the positioning dot. Maybe you know? I make a video. I want this Dot in the center, but I cant grab it, or just the name of it would be good to know. https://www.twitch.tv/videos/169660004 (Edit: Nevermind I found it, you need a extra programm called "bvhacker" to get it in position. Thats the downside of free stuff. xD) Sure I understand. I´m not a complete expert on this, I just know for sure, that the faces will be rendered and calculated. So I keep them as low as possible. In the other ingame video I uploaded yesterday the fps drop to 30-60 at one point and that is because I made one NPC highpoly with over 40k polygones.I made my mainlocation with so many CSG, lights, particles and models and still have 60 fps an my pretty old graphic card. Its not entirly finished and I dont want to reveal it. No, I get your point but I mean I´m not a modeler and I use Blender for such things. The models just look different and if you make for example an entire city with models in blender and add them into LW you have made you map in blender and thats what it looks like.You can do this but I personally dont like it.
  13. Hey Ladies and Gentleman, I´m working on a sidelocation and have it nearly finished. I try to beg a script to do multiple animations in a row, like animation1, then animation2, etc.. In the Video I use Hankinators AI scripts and I placed a lot of pivot at the same spot to do the animations in a row. But its always switching back to idle or walk after the animation is completed what looks kinda weird. --[[ Edit: I´m just stupid, its not a bug. I also have a problem with the NavMesh, like you see in the video, the AI stops doing its work. I think its a bug or something because I made multiple navmeshes and it still stops working on specific points. I want the player to get chased by the AI but it just stops and does nothing, especially around corners. Am I doing something wrong or what is the problem? I need some clarification before I make a bug report. (I tried both normal AI script and Hankinators AI script, multiple navmeshes) ]]-- Here is the video. https://www.twitch.tv/videos/169566657 I tried a lot to solve this but I came to the conclusion its a bug, but its better if someone else gives an opinion.-- "No its not you Scrub." Anyway the main thing is the animation script because I will need it a lot, as well as someone else who wants to do some theater stuff. Thanks in advance.
  14. Haha yes I skipped that at the beginning, thought I dont need it but it is a real game engine, not gameguru or **** like this. You need a lot of time to get into but it is so much fun playing around her if you know what you can do. You can create your own world, its so awesome.
  15. Ohh ok thats the infomation I needed, so it does it always, I dont need to call for it. Thank you very much. Had the same issue with animations, takes long to understand all this variations and stuff. I made a character for that purpose which has a big load of MoCap-animations which can be loaded on other Characters with the same rig in LW. Yes if you do it not this way or lets say you are not making all unseen sides invisible you get fps problems. The engine is rendering any textured side. you can either retexture all unseensides on your house or you make it new with that technique. What is very importent as well, is that you make sure the CSG do not overlap into other CSG, this will drop your FPS as well. In LW itself you cant make specific sides of models invisible as far as I know. The point is you loose all of LW beauty if you use too much models. In my opinon Models are not more than details. But its more my personal preference. Haha no worries, just said that to reason my mapping drift, due to my bad English the thread says I´m helping someone so, we are back on track. haha
  16. Thats what I wanted to here. Just joking, Its a pleasure your camscript is still in use and I did awesome stuff with it so its not necessary. Sure write me an PM and we are fine.
  17. Oh Jorn I can make one if you want. I´m a pro on animating by now and have a big load of bvh´s. I just need to know what animations you need.
  18. No problem, no one knows a program staight away, its a pleasure to help you.
  19. Oh here, I made a video for someone else but it serves your question as well. This is how you do maps correctly. https://www.twitch.tv/videos/169168592
  20. Hey man, Thanks again, yes that was my question, there is the playanimation stuff so why I need a animationmanager? I got this let me know if you finished your script if you want. Yes I saw this but I have no idea how this is meant. number blendtime=500 thats the time I can set but how do animation one know that animation two has to blend into? I dont understand how is it used. do I have a function like "function blend()" or BlendAnimation or something like that? I have no idea what raycasts are but you dont need to explain this. I will look if I find something in the forums. " The only thing this lines of code does is to search for entities which have an "Use" function inside their script. " I can do do something with this, let me think a while about that. Yeah its fun for me as well, but I want to get it done, it takes just too much time and then it doesnt work. My plan is to finish the maps and do this at the end. I have my skills in mapping and the editor. If you ever have a performance problem or no idea how to give your maps a special touch just let me know. I have not seen something from you but the most people here make lets say a lot of mistakes that make their maps look unprofessional, they then blame the engine and go und ue or unity, but I love the graphics, the sharpness, I have so much fun doing this mapping stuff. I mapped a lot in hammer and world when I was younger. One good tip that most people do wrong is thinking, useing models as mainstructures in your maps make its performance better. but thats not true. Here I made a video for you to see a very importent tip in making maps. https://www.twitch.tv/videos/169168592 Thats one of the most important things. you have to make all sides that can not be seen invisible. So you can maintain optimal performance and make use of the great engine graphics. I just telling you this that its not so one-sided. Have good luck too.
  21. Hey guys, yeah I tried a lot with that. xD The engine offers this great newton physics system. You can make very realistic stuff with it. But you need to make all by hand, its glitchy sometimes and perfomance need to be checked. Here I made a video quickly for you to see what I mean. https://www.twitch.tv/videos/168986600 You can make for example an addforce script and blow up the wall, shoot it down or make an NPC walk through it. You can make triangles as well for better optics. Make movables props and give it a mass and the other things scene, so they interact. With that said have fun. =D
  22. Yeah Thanks man, I decided to skip this for a while, I tried it but I have no clue how I get this to work.I wil try it later when I have more knowledge about coding. It seems like I have to rework the whole script to get those two animations working, its kinda not worth it. Anyway, where do I get this animationmanagerscript? I dont have it, and can you maybe explain how this "blend" animation-thing is working please? I have no idea how to use this. I´m thinking about another problem at the moment. A script that allows the dude to interact with the world. I just took a function from the fps player script. Here see what happens, its really funny. But it works with a just an empty start function. Works with the NPCs as well. https://www.twitch.tv/videos/168951112 Hmm, I thought I will not make an inventory, items and all this stuff, Its kinda boring for me to make and the player to play. All I need is a function based on that cylinder I made around the dude to interact with E. So I can make for example spots where he activates something like doors, buttons and more importent talking, dialog fields. Any Ideas how to start?
  23. Okay I skip this with the table at the moment, but thanks for the idea. But this question was good, I have no idea I just thought I have to place it there. I put the Sit animation here. function Script:Start() if self.entity:GetMass()==0 then self.entity:SetMass(10) end self.entity:SetPhysicsMode(Entity.CharacterPhysics) self.camera = Camera:Create() self.angle = self.entity:GetRotation().y self.cameraangle = self.angle + self.entity:GetCharacterControllerAngle() newmode = "Sit" self.entity:PlayAnimation("Sit",0.035) end The KeyHit command here. function Script:UpdatePhysics() local window = Window:GetCurrent() local context = Context:GetCurrent() local cx = context:GetWidth()/2 local cy = context:GetHeight()/2 local newmode local animmode=0 if self.entity:GetAirborne()==false then if window:KeyHit(Key.E) then newmode = "Idle" self.entity:PlayAnimation("Idle",0.035,0,0) end end It its working, he finally stands up, but all following animations like walk etc. demand now the keyhit. to stop and the idle animation is ignoring my speed value. I tried to make the whole movementbody dependent on the keyhit to activate but its not working. This could be a solutions because I dont have to rework all movementcommands. Any idea? Here is this keyhits = 0 thing. but I dont understand how to use it, maybe it declares how many hits? https://www.leadwerks.com/learn?page=API-Reference_Object_Window_KeyHit Or should I make this with an event? because I want a textbox with some monolog and after it is read "press e" and he stands up. Thats the whole idea there. I made a video again, Intro2 https://www.twitch.tv/videos/168446210 Thanks you all so far.
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