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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.
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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);
}
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havenphillip's post in step height was marked as the answer
One way you could just make an invisible ramp.
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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.
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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
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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.
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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