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Yue

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Everything posted by Yue

  1. The best fight to defeat the z buffer is to physically bring the camera closer to the target. This involves making a sight, some hidden links the sides of the screen with an image.
  2. I think I could be more specific, at least show what message you get on screen or something like that. And in simple lack of more details, I think it's a lack of leadwerks knowledge.
  3. I have in a file declared a variable in the start function. function Script:Start() self.number = 100 end In another attached file the entity by means of the field. Script.player = nil --entity "Mesh Playerr" Later I try to recover the data from the variable, but it doesn't work. var = self.player.Script.number System:Print( var )
  4. If you totally agree, but it's the only solution at the moment, because it shouldn't be that way, it should work with any texture regardless of its size. But I don't know why this happens. In such a case it is a partial solution.
  5. Pawn _ Alpha _ 0.0 09_04_2019 10_35_11.mp4 My SkyBox.
  6. Final test with jpg 2.5 megas. I think it looks good. My hypothesis is that the cube is created for a predetermined size in relation to the texture, so it needs a large texture. Finally, the good thing about this is that I learned to create a skybox, I had reference to another method that seemed like a nightmare to me. Fishis!! Peón _ Alfa _ 0.0 09_04_2019 10_12_38.mp4
  7. Partial solution according to evidence. You need a very large texture, in my case I have a bmp of 144 megs, and exorbitant size, something very crazy for the sky box to look acceptable and the configuration for the texture Peón _ Alfa _ 0.0 09_04_2019 10_00_23.mp4
  8. Tests indicate that the problem is solved if the texture is usually too large, at that point the fissure is not visible, if the textures are small the fissure is larger. But you can also perceive a strange object that refers to the edge of the object of the skybox. Peón _ Alfa _ 0.0 09_04_2019 9_45_35.mp4
  9. This has been partially solved, you only see the fissure at a certain camera angle when viewing the scenario. the texture configuration is this. Peón _ Alfa _ 0.0 09_04_2019 9_16_39.mp4
  10. No this does not work, in the texture it seemed that it was going well, but already in the game you can see the fissure. Peón _ Alfa _ 0.0 09_04_2019 9_09_43.mp4
  11. It's definitely a texture problem, it's not correctly sized for the skybox, here I've created a terragen skybox and it works very well.It's definitely a texture problem, it's not correctly sized for the skybox, here I've created a terragen skybox and it works very well.
  12. Yue

    Pawn

    fragMOTION - C__Users_Yue_Downloads_91663_Abandoned_Robot_Abandoned Robot.ugh 08_04_2019 20_25_01.mp4 Animation Init Jump
  13. Yue

    Pawn

    Animation Running ?‍♂️ fragMOTION - C__Users_Yue_Downloads_91663_Abandoned_Robot_Abandoned Robot.ugh 08_04_2019 18_27_06.mp4 ?‍♂️
  14. My experience making custom skies is based on blitz3d, where the textures when loaded had the option to set a flag that was the number 49. With this was solved, can be something similar?
  15. One hypothesis is that it doesn't load because of the way fragmotion exports animations? In other mesh modelers, the fbx format is exported with its animations in a single row, that is, I can create 5 animations, but the model goes from frames 1 of the first animation to 250 of the fifth animation. In that case fragmotion starts all those animations and delivers them to me with five labels assigned to each animation. Translated with www.DeepL.com/Translator
  16. I'm going to add something, I'm using the fbx format converter to change from version 6.0 to 7.0, in my conversion it's possible that the texture is embedded in the material. And although it hasn't been a success to import it into leadwerks, if you can import the textures into a separate file. https://www.autodesk.com/developer-network/platform-technologies/fbx-converter-archives
  17. To confirm, all tests imply that the 6.0 fbx format is correctly exported with the leadwerks tool, only if it is imported to the engine without assigned bones, if I put a bone in the mesh, the program is blocked.
  18. This is my zoom prospectus. But the truth is I don't know how you're doing it, the doubt that remains is if the fog affects the visualization or something like that. TEMP 07_04_2019 12_25_07.mp4
  19. Prueba Zoom.mp4 My test zoom. Move Camera to enemy.
  20. If the problem is the fbx version, however when I export the same version 6.0 from MilkShape it can be loaded to leadwerks 4.6 with its assigned skeleton. The case is that the model is originally made in blender and I make the animations with fragmotion, because I keep all the animations in the model not in a single sequence of frames, if not each animation separated by a respective name. I guess it's nothing serious about the importer, something that might have a solution.
  21. The only thing that occurs to me is to change the zoom system, a possible solution is to really bring the camera closer to the lens, this would only involve showing the content of the camera and not where the player really stands.
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