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Yue

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Everything posted by Yue

  1. To take pictures if you use Windows 10, use the Windows + G key. And do the screenshot.
  2. Okay, I think this might be a solution to increase anisotropic filtering.
  3. I don't really know what that might be, possibly the texture configuration?
  4. I tested here, created a simple model of a box, dragged the model with its texture And the materials were created automatically. The issue is not just dragging the model, but also its texture.
  5. You put all the textures, then at the top in the menu you put the following option. This creates materials for all textures. That's in the link I sent you about materials. I don't think it's much work.
  6. I think this might help. https://www.leadwerks.com/learn?page=Tutorials_Editor_Materials
  7. What you have to do, and what I understand is this. -You import the model to Leadwerks. -You create the materials from leadwerks with the texture for that material. (The same name of the material creating in the modeling program, example Blender) -This material is assigned to the different surfaces of the model. -Then when you update the import, those materials are already glued to the model.
  8. Here you can display the materials that have been assigned to the mesh.
  9. I don't know what textures are embedded (I use the translator), what happens is that when you are creating the model from the mesh modeling program, you assign a material to that mesh, therefore this material may or may not contain textures. In the import process you have to send everything, the mesh and the texture and so on the basis of that texture the material is created. Once inside leadwerks, you can open the texture to modify certain parameters. Translated with www.DeepL.com/Translator
  10. Inside the engine you create the materials, and assign them to the model, this automatically recognizes the coordinates of the model to apply the material with its textures. Edit: Remember that the material must have the same name as the one applied to the mesh modeler. So every time you import the template, these materials are applied to the template automatically.
  11. The biggest problem is, to put aside my perception of things and understand that it's just a game, as Johs mentioned, physics doesn't have to be real, it's just a game, but sometimes I have the craze that everything has to be as real as possible and this slows down the project, its goal of making a video game. So here I am again, asking for your help to be able to pass this challenge successfully. And my player already carries a box, in the head, of course an animation will be made to make it look better. Box.mp4 Now the thing is, I want to use a single key for the player to interact with the scenario, the boxes and other elements, but initially I have the key that kicks the boxes, the E key, and I would like to know if there is any way for this key to react to kick the box and at the same time take the box, and then leave it. I appreciate the suggestions. local cajaT = false function Script:Collision(entity, position, normal, speed) if cajaT == false then if entity:GetKeyValue("name") == "Caja" then entity:SetMass(0) entity:SetShape(nil) entity:SetKeyValue("name","TCaja") entity:SetRotation(self.entity:GetRotation(true)) entity:SetParent(self.entity) entity:SetPosition(0,12,0) cajaT = true end end end
  12. The engine really is great, it does 80% magic, the rest is 20% gameplay and create a game.
  13. Yue

    Kicking Boxes

    Unbelievable, if it works, the most horrible confusion is that first goes Force and then position. That's what the help says. Today I will be able to sleep peacefully. Thanks You!! function Script:UpdateWorld() local mundo = World:GetCurrent() local ventana = Window:GetCurrent() local pick = PickInfo() col = mundo:Pick(self.player:GetPosition(true), Vec3(self.entity:GetPosition(true).x, self.entity:GetPosition(true).y,self.entity:GetPosition(true).z),pick, 0, false ) local force = Vec3(0, 500, -10500) force = Transform:Vector(force, self.player, nil) if col then if pick.entity:GetKeyValue("name") == "Caja" then pick.entity:SetDamping(0,0) pick.entity:SetFriction(100,100) if ventana:KeyHit(Key.E ) then pick.entity:AddPointForce( force,pick.entity:GetPosition(true)) end end end end Ok..mp4
  14. Yue

    Kicking Boxes

    No work. function Script:UpdateWorld() local mundo = World:GetCurrent() local ventana = Window:GetCurrent() local pick = PickInfo() col = mundo:Pick(self.player:GetPosition(true), Vec3(self.entity:GetPosition(true).x, self.entity:GetPosition(true).y,self.entity:GetPosition(true).z),pick, 0, false ) local anglePlayer = self.player:GetRotation(true).y local xP = Math:Sin(anglePlayer) local zP = Math:Sin(anglePlayer) if col then if pick.entity:GetKeyValue("name") == "Caja" then pick.entity:SetDamping(0,0) pick.entity:SetFriction(100,100) if ventana:KeyHit(Key.E ) then pick.entity:AddPointForce( pick.entity:GetPosition(), Vec3(xP,0,zP), true) --pick.entity:AddForce(Vec3(0,0,1000),false) --pick.entity:SetOmega(Vec3(0,0,0)) end end end System:Print(xP)
  15. How are they implemented in Leadwerks?
  16. Yue

    Kicking Boxes

    TEMP 31_03_2019 17_54_27.mp4 I don't really understand, I can't make it point to the right place. pick.entity:AddPointForce(self.entity:GetPosition(false), Vec3(0,0,550), true)
  17. Yue

    Kicking Boxes

    I'm confused, the translator doesn't help much, the help says that the first three parameters are to apply force, the rest is the position of some entity, but this continues to release the box sometimes correctly and sometimes incorrectly.
  18. Yue

    Kicking Boxes

    pick.entity:AddPointForce(pick.entity:GetPosition(true),Vec3(0,200,300),true) This is what I have to kick the box, but I don't know how to make it go in the right direction. That is to say that the box is flying in the direction where the player is looking, but sometimes the exit path of the box is incorrect. Any suggestions?
  19. Yue

    Kicking Boxes

    I think this is trial and error and I changed the order of the scripts and I think it looks better. Continuing with the box, trying to understand how to make the box be thrown in the direction the player is looking, because sometimes it goes the other way. Kick Box.mp4
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