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Everything posted by Yue
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I'm going to go down to 4.5 and make a video of importing the same model.
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I want to note that the model is imported correctly in leadwerks 4.5.
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Ok, here video.
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I'm going to upgrade back to version 4.6, and make a video and put it here.
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Ok, no problem.
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How can I avoid this behavior? Script Lua. Script.rueda = nil --entity "Rueda" Script.chassis = nil --entity "Chassis" function Script:Start() self.posAmortiguador = self.entity:GetPosition() self.Amortiguador = Joint:Slider(self.posAmortiguador.x, self.posAmortiguador.y, self.posAmortiguador.z, 0,1,0, self.entity, self.chassis) self.Amortiguador:SetSpring(200 ) self.Amortiguador:EnableLimits() self.Amortiguador:SetLimits( 0, 0.01) self.Amortiguador:EnableMotor() self.Amortiguador:SetTargetAngle(0) self.posMotor = self.rueda:GetPosition() self.Motor = Joint:Hinge( self.posMotor.x, self.posMotor.y, self.posMotor.z, 0, 0, 1, self.rueda, self.entity ) self.Motor:DisableLimits() self.rueda:SetPickMode( 0 ) self.entity:SetPickMode( 0 ) self.rueda:SetFriction(1, 1 ) end local vel = 0 function Script:UpdateWorld() self.Motor:DisableMotor() if window:KeyDown(Key.W) then self.Motor:EnableMotor() self.Motor:SetAngle( self.Motor:GetAngle() - 100 ) if vel <=500 then vel = vel + 10 end end if window:KeyDown(Key.S) then self.Motor:EnableMotor() self.Motor:SetAngle( self.Motor:GetAngle() + 100 ) if vel <=500 then vel = vel + 10 end end self.Motor:SetMotorSpeed( vel ) end
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I tried to import a model, but it doesn't matter, I'm already back in 4.5, the error was that only one pivot was imported and the model was not visible in the model viewer in 4.6
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The model importer in Leadwerks is broken, I have to go back to 4.5 to import my fbx model correctly.
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I'm telling you that nothing is perfect, I've made some progress but I'm a long way from being a game, it's just a riddle to solve. The new problem is a mistake that happens when the vehicle falls from the top, the suspensions behave incorrectly. I welcome any suggestions. Script Wheel.lua Script.rueda = nil --entity "Rueda" Script.chassis = nil --entity "Chassis" function Script:Start() self.posAmortiguador = self.entity:GetPosition() self.Amortiguador = Joint:Slider(self.posAmortiguador.x, self.posAmortiguador.y, self.posAmortiguador.z, 0,1,0, self.entity, self.chassis) self.Amortiguador:SetSpring(200 ) self.Amortiguador:EnableLimits() self.Amortiguador:SetLimits( 0, 0.01) self.Amortiguador:EnableMotor() self.posMotor = self.rueda:GetPosition() self.Motor = Joint:Hinge( self.posMotor.x, self.posMotor.y, self.posMotor.z, 0, 0, 1, self.rueda, self.entity ) self.Motor:DisableLimits() self.rueda:SetPickMode( 0 ) self.entity:SetPickMode( 0 ) self.rueda:SetFriction(5, 5 ) end local vel = 0 function Script:UpdateWorld() self.Motor:DisableMotor() if window:KeyDown(Key.W) then self.Motor:EnableMotor() self.Motor:SetAngle( self.Motor:GetAngle() - 100 ) if vel <=500 then vel = vel + 10 end end if window:KeyDown(Key.S) then self.Motor:EnableMotor() self.Motor:SetAngle( self.Motor:GetAngle() + 100 ) if vel <=500 then vel = vel + 10 end end self.Motor:SetMotorSpeed( vel ) end
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VR: Map changing fails in when VR Enabled
Yue replied to reepblue's topic in Leadwerks Engine Bug Reports
Something that really impresses me. -
VR: Map changing fails in when VR Enabled
Yue replied to reepblue's topic in Leadwerks Engine Bug Reports
That little box, is it a cpu? -
When you know nothing and have to learn by brute force, trial and error, I don't like to copy other people's things, I like to try to understand things, and in a certain way when I can't learn something to decline and stop insisting. But this struggle, even though it goes on alone, today I have learned something new. Only one wheel moved because it had to declare the variable as Self.Wheel = Joint:Hinge. In this case all the tires move with the same script and climb the slope without problems. Translated with www.DeepL.com/Translator
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https://youtu.be/xKO3Uk-ivQk
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I have discovered something, the previous script is assigned to all the tires, I would expect it to work correctly, for example when I put self.pull:Hide(), the four wheels disappear, this seems to be fine, because the script is assigned to four elements that are the tires, however if I put if window:KeyDown(Key.Up) then engine:SetAngle( engine:GetAngle() - 100 ) if vel <= 200 then vel = vel + 10 end end Only one tire gets the strength to move the vehicle, any suggestions please? Translated with www.DeepL.com/Translator
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My car still can't climb slopes. Any suggestions? I have the following script assigned to each tire of the vehicle, I think from my logic it should work. But it doesn't work. -- Script Spring. Script.chassis = nil --entity "Chassis" Script.llanta = nil --entity "Llanta" --Spring local suspension -- motor local motor local vel = 0 function Script:Start() --[[ --Slider. suspension = Joint:Slider(self.entity:GetPosition().x, self.entity:GetPosition().y, self.entity:GetPosition().z, 0, 1, 0, self.chassis, self.entity ) --suspension:EnableLimits() --suspension:SetLimits(-0.01,-0.05 ) suspension:SetSpring(200) suspension:EnableMotor() suspension:SetTargetAngle(0) suspension:SetMotorSpeed(1) suspension:SetStrength(100) ]] --Hinge. motor = Joint:Hinge( self.llanta:GetPosition().x, self.llanta:GetPosition().y, self.llanta:GetPosition().z, 0, 0, 1, self.llanta, self.chassis ) motor:DisableLimits() --self.llanta:SetFriction(10, 10 ) motor:SetTargetAngle(0) end function Script:UpdateWorld() if window:KeyDown(Key.Up) then motor:SetAngle( motor:GetAngle() + 100 ) motor:EnableMotor() vel = vel + 10 end if window:KeyDown(Key.Space) then motor:DisableMotor() vel = 0 end if window:KeyDown(Key.Down) then motor:SetAngle( motor:GetAngle() - 100 ) motor:EnableMotor() vel = vel -10 end motor:SetMotorSpeed( vel ) end
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Monster truck & speed car demo - nice Physics LE4.5
Yue commented on Marcousik's blog entry in Marcousik's Creations Blog
It's unfortunate, this doesn't work for me, it doesn't go up the inclined ramp. -- Script Spring. Script.chassis = nil --entity "Chassis" Script.llanta = nil --entity "Llanta" --Spring local suspension -- motor local motor local vel = 0 function Script:Start() --Slider. suspension = Joint:Slider(self.entity:GetPosition().x, self.entity:GetPosition().y, self.entity:GetPosition().z, 0, 1, 0, self.entity, self.chassis ) --suspension:EnableLimits() --suspension:SetLimits(-0.01,-0.05 ) suspension:SetSpring(200) --suspension:EnableMotor() --Hinge. motor = Joint:Hinge( self.llanta:GetPosition().x, self.llanta:GetPosition().y, self.llanta:GetPosition().z, 0, 0, 1, self.llanta, self.entity ) motor:DisableLimits() self.llanta:SetFriction(10, 10 ) end function Script:UpdateWorld() motor:SetAngle( motor:GetAngle() - 100 ) vel = vel + 100 motor:EnableMotor() motor:SetMotorSpeed( vel ) end -
Monster truck & speed car demo - nice Physics LE4.5
Yue commented on Marcousik's blog entry in Marcousik's Creations Blog
There's definitely something wrong here, and I might have to start over. -
Monster truck & speed car demo - nice Physics LE4.5
Yue commented on Marcousik's blog entry in Marcousik's Creations Blog
My forklift doesn't go up this ramp. Any suggestions, my friend? -- Script Spring. Script.chassis = nil --entity "Chassis" Script.llanta = nil --entity "Llanta" --Spring local suspension -- motor local motor function Script:Start() --Slider. suspension = Joint:Slider(self.entity:GetPosition().x, self.entity:GetPosition().y, self.entity:GetPosition().z, 0, 1, 0, self.entity, self.chassis ) suspension:EnableLimits() suspension:SetLimits(-0.01,-0.05 ) --Hinge. motor = Joint:Hinge( self.llanta:GetPosition().x, self.llanta:GetPosition().y, self.llanta:GetPosition().z, 0, 0, 1, self.llanta, self.entity ) motor:DisableLimits() self.llanta:SetFriction(1000, 1000 ) end function Script:UpdateWorld() --if self.entity:GetKeyValue("type", "Suspension0") == "Suspension0" then motor:SetAngle( motor:GetAngle()-100) motor:EnableMotor() motor:SetMotorSpeed(100000000) --end end -
I have four tires, a script that is used on all four tires to set the suspension and hinge for the engine of each tire. My question is, how do I retrieve the name of that entity associated with that script? it's with the goal of only setting the engine for two tires. Any suggestions? -- Script Spring. Script.chassis = nil --entity "Chassis" Script.llanta = nil --entity "Llanta" --Spring local suspension -- motor local motor function Script:Start() --Slider. suspension = Joint:Slider(self.entity:GetPosition().x, self.entity:GetPosition().y, self.entity:GetPosition().z, 0, 1, 0, self.entity, self.chassis ) suspension:EnableLimits() suspension:SetLimits(-0.01,-0.05 ) --Hinge. motor = Joint:Hinge( self.llanta:GetPosition().x, self.llanta:GetPosition().y, self.llanta:GetPosition().z, 0, 0, 1, self.llanta, self.entity ) motor:DisableLimits() end function Script:UpdateWorld() if self.entity:GetKeyValue("type", "") == "Suspension0" then self.llanta:Hide() --motor:SetAngle( motor:GetAngle()+100) --motor:EnableMotor() --motor:SetMotorSpeed(1000) end end
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Smoothed car drive - Leadwerks 4.5
Yue commented on Marcousik's blog entry in Marcousik's Creations Blog
Thank you, the problem has been solved, undoubtedly something new to learn about "Debris" that translates into Spanish as rubble, very small things. Thank you very much. -
Smoothed car drive - Leadwerks 4.5
Yue commented on Marcousik's blog entry in Marcousik's Creations Blog
If that seems to be the case, there are some commands to disable the tires from colliding with the chassis? any suggestions are welcome. dfsdf -
Smoothed car drive - Leadwerks 4.5
Yue commented on Marcousik's blog entry in Marcousik's Creations Blog
I have a problem, when I want to put the tires in the respective place of the chassis of my vehicle, the car starts to jump like crazy. Any suggestions? -
Smoothed car drive - Leadwerks 4.5
Yue commented on Marcousik's blog entry in Marcousik's Creations Blog
I understand that the slope goes up with enough momentum, however if you stop on a slope like that, you will most likely not go up. Then I thought about the gears of a car and the question is how realistic is the question