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havenphillip

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  1. havenphillip's post in Drag Item Inventory? ( Gui Leadwerks) was marked as the answer   
    Aggror's flowgui did something like that. There's a map on it that shows how to set it all up.
     
     
  2. havenphillip's post in Dissolve shader problem was marked as the answer   
    You can try changing the bottom of the shader like this. This works in the material editor for me.

     
    #if BFN_ENABLED==1
        //Best-fit normals
        fragData1 = texture(texture15,normalize(vec3(normal.x,-normal.y,normal.z)));
        fragData1.a = fragData0.a;
    #else
        //Low-res normals
        fragData1 = vec4(normalize(normal)*0.5+0.5,fragData0.a);
    #endif
        int materialflags=1;
        if (ex_selectionstate>0.0) materialflags += 2;
        fragData1.a = materialflags/255.0;
     
        float specular = color_specular.r * 0.299 + color_specular.g * 0.587 + color_specular.b * 0.114;
        fragData2 = vec4(0.0,0.0,0.0,specular);
        vec3 dissolve_col = vec3(0,1,0);
        if (NoiseV<InvAlpha+0.03) fragData2 = vec4(dissolve_col,specular);
    }
     
  3. havenphillip's post in step height was marked as the answer   
    One way you could just make an invisible ramp.
  4. havenphillip's post in How to put shader to his game ? was marked as the answer   
    Ok so  you should be able to go to Scene/Root/Post Effects/Add. I couldn't see much of an effect. You might have better luck.

     

  5. havenphillip's post in Limits wheel mouse Move Camera? was marked as the answer   
    This appears to be doing it. It's limiting the zoom but the wheel is cumulative I don't know how to fix that. Once you reach the limit, if you keep rolling the wheel it keeps counting it...
     
    Script.minZoom = 0
    Script.maxZoom = 30
    Script.curZoom = 0

    function Script:Zoom()
        local oldWheelPos = 0.0
        if self.currentMousePos ~= nil then
            oldWheelPos = self.currentMousePos.z
        end
        self.currentMousePos = window:GetMousePosition()
        self.currentMousePos.x = Math:Round(self.currentMousePos.x)
        self.currentMousePos.y = Math:Round(self.currentMousePos.y)
        local newWheelPos = (self.currentMousePos.z - oldWheelPos)
        if oldWheelPos < 0.0 then
            self.entity:Move(0,0,self.curZoom)
            self.curZoom = 0 - newWheelPos
            System:Print("Zoom in")
            if self.currentMousePos.z < self.minZoom then --limits max in zoom
                self.curZoom = 0
            end
        elseif oldWheelPos > 0.0 then
            self.entity:Move(0,0,-self.curZoom)
            self.curZoom = 0 + newWheelPos
            System:Print("Zoom out")
            if self.currentMousePos.z > self.maxZoom then -- limits max out zoom
                self.curZoom = 0
            end
        end
    end
  6. havenphillip's post in Terrain texture was marked as the answer   
    You can also change the terrain quality in-game. If you start your game then hit Esc you can adjust terrain quality in options.

  7. havenphillip's post in Recovering data from another entity does not work was marked as the answer   
    Something like this maybe on the cube? I had to child the cube to the player. The numbers work and it follows the player but I don't know if it's what you're trying to do exactly you might have to mess with it.
     
    Script.Yue = nil --entity "Malla Jugador"
    Script.Pivote = nil --entity "Pivote"
    function Script:PostRender(context)
     
        self.pos = self.entity:GetPosition(true)
        DrawX = self.pos.x
        context:SetBlendMode(Blend.Alpha)
        context:SetColor(1,0,0,1)
        context:DrawText(""..Math:Round(DrawX), 2, 2)
        context:SetBlendMode(Blend.Solid)
        context:SetColor(1,1,1,1)
        context:DrawStats(2,22)
        
    end
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