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Everything posted by dennis
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I Want to Use LeadWerks in FPS CREATOR
dennis replied to naeembabakheil's topic in General Discussion
cassius is right! the reason why I'm using Leadwerks is because FPSC was way to limited. and there isn't a shortcut indeed! just learn some basics about LUA and / or C++ / C you will have a hard time with that one, but finally it will be all worth it. cheers -
Tyler said he would be working on it in his vacation. and if he don't then it's his choice and we will have to respect that. I also can't wait for it so I will sturgle with those weapons myself, if it will work for me then I don't need Tyler's script. when it doesn't work out for me I just use his, analyse and then use it to empower my knowledge
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I Want to Use LeadWerks in FPS CREATOR
dennis replied to naeembabakheil's topic in General Discussion
FPSC can't import raw files. and leadwerks SBX files are not suitable to use with it. I used FPSC for a while. I could code everything for it with the FPI but you can't use it. you can't load leadwerks terrains in it. you need to make a terrain generated by some terrain editor, and then simply load the mesh inside the fpsc intity bank folder. since I'm working on a fully code script share program, that will be able for usage -
the systems he is creating would be very useful. easy to configure. and this summer he will be working on it. also now it's spring, in a matter of a few months (2) it will be summer.
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There was already someone working on a weapon system called weaponwerks, why not waiting for that ? maybe you should get started with some variables and place holders, as smashthewindow said: damage fire range fire mode. and give every weapon it's own variables off-course for example: function m4a1() [indent=1]Damage = 10 -per bullet[/indent] [indent=1]FireRate = 300 -- per minutes [/indent] [indent=1]Range = 400 --in meters = realistic[/indent] [indent=1]FireMode = 3 --single, burst, automatic[/indent] and such... cheers
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Hello all, as you might know from my status... EKI one is comming to Leadwerks. for the ones who don't know what that is: EKIOne is a Artificial intelligence creation toolkit. for designing way points, path finding and even the behavior from your NPC's. it wouldn't be me, to not show you guys, so here I am with a screenshot Cheers and have fun waiting
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lol, it's working without the video code. then it's loading as it should be.. and about the abstract path for the video... it was a try out. because the correct path isn't working either. I tried tons of things. even read out the whole code for LETheora. but still no solution found.
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Hey all, I tried to run LETheora outside of the editor, but it gives me the: EXCEPTION_ACCES_VIOLATION error. it's even not working inside the editor. the code I'm using: and my error log: Please don't mind the path it's created in, since I'm a very lazy person to create new paths every time... Anyhow. it gives me a error every time it arrives at the LETheora part. because when I delete that it will run as it should be. How can I fix this? it only give me the exception error. but not any specific error. Regards,
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Hey all, I tried to run LETheora outside of the editor, but it gives me the: EXCEPTION_ACCES_VIOLATION error. the code I'm using: and my error log: Please don't mind the path it's created in, since I'm a very lazy person to create new paths every time... Anyhow. it gives me a error every time it arrives at the LETheora part. because when I delete that it will run as it should be. How can I fix this? it only give me the exception error. but not any specific error. Regards,
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I wanted to run this script in a standalone game painted on a cube... but it won't work neither the script nor the engine gives a error which I understand and that is the well known: EXCEPTION_ACCESS_VIOLATION. I'm using this code: TheoraVideo:Init() cube = CreateCube() cube:SetPosition(Vec3(0,0,0)) video = TheoraVideo:CreateMaterial("Video.ogg", "video") cube:PaintEntity(video,1) video:Play() thanks
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Sorry answered my own question it works like a charm
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thats really a smart thing... does my model still has animations which are reflected by the shadows?
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yeah, thanks !
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ahaa, now I get it but it was so cool, that my character had some shadow which actually moved and had hands and feet... lol
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ahaa okay, thanks... In crysis they make use of it too, if you open up the console you can run the command: "-DevMode" and then, the character becomes visible. and how this will work in multiplayer then ? is it just that my character isn't seen for me but only for my oponent? as: pc 1: sending coordinates + weapon + looking direction pc 2: showing character. cheers
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Hi all, I have a problem when I add a model to my character controller. all animations are working but when I test everything and I look down, I can see the inside of my mesh / model... why is this? I attached a example of what my problem is: second: Can someone please help me with fixing this problem? I already changed the camera's position but that doesn't work. could there be a way to make my character invisible from the inside so it could be seen from the outside (this is for multiplayer logics in singleplayer --> as crysis does when entering -devmode) thanks in common Cheers
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Yes, I downloaded it just busy doing the controller now =D really help full ! and yes that block is the statue of liberty
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yeahh ur really a hero, I learned very much about your tutorials
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Hello all, I'd like to know the following: when I make my scene in the editor, and make LUA scripts for things will happen ingame... and the game itself will be made using C#, C++ or C would the engine then also use the LUA files made in the editor when using it's SBX file for the scene ? So you can make controllers using LUA other game dynamics in C++ or ... and all data holders and such. so the C++ is a shell for the mapfile from the editor. Cheers
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the reason because I won't copy over the whole script is just because there are more than one light. and in the cagelight script there's just place for a single light. I want to make a more hybrid script for my own, just for practicing it worked but the effect is not really wanted. the light is just like a supernova. really powerful.
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Thanks mack. very great help, but still not working now I used:: require("scripts/class") require("scripts/constants/collision_const") local class=CreateClass(...) function class:CreateObject(model) local object=self.super:CreateObject(model) object.model:SetKey("collisiontype", COLLISION_SCENE) function object:Init() self.light1=CreatePointLight(10) self.light1:SetColor(Vec4(255, 233, 172, 255)) self.light1:SetPosition(Vec3(-0.72,10.05,26.95)) self.light1:SetShadowOffset(0,0.93,0) self.light1:SetShadowmapSize(512) self.light1:EntityColor(light1, Vec4(0.56)) self.model:SetShadowMode(0,1) self.light1:SetShadowMode(7) end end
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yes, when you made a scene using the editor. the abstract file system just loads all information, and even password protected files. just zip them up and make it a .pak file. then the engine will search for all available models and even scripts. when using pass encrypted zip's you need to set a pass decryption. for more information check out the WIKI
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Which DirectX versions are supported in Leadwerks ?
dennis replied to Ethernite's topic in General Discussion
OpenGL is easier to modify due it's full code compatibility. And it works with ATI, ATI is just godlike video graphics