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YouGroove

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Everything posted by YouGroove

  1. I put two objects : - BSP Box - Model The two objects have the same physic and collision settings. When running the game , only the BSP box collides with the floor, the model pass trhought. How to test : - download and dezip file attached somewhere - create new project - copy map file 'ball2" to LE3 "Maps" folder - copy folder and content "balltest" under LE3 "Models" folder - run the game test 3.zip
  2. Hi drumwrist0123. Well got some new "double dragon" style game in 2.5 D i'm redoing. Nothing to post as this is prototyping with placeholders and also drawing level design , simple graphic retro style research.
  3. I htink your problem can be related to that bug : Simple collision primitives like box or cylinder for imported models of any shape don't seem to work very well. http://www.leadwerks.com/werkspace/topic/7873-simple-collision-physics-not-working-on-model/ What i recommend to you : -Make a simple BSP box or import a box model and choose cube as physic shape and click on "adjust" (and give it a mass) -Assign a transparent material (there is one in LE3 material Folders) -Attach your briefcase as child of that cube and make sure your briefcase has no physics collision and no physics mass
  4. problems : 1) If you use a character controller as physics for your truck , you must use SetInput function and not other functions for simple primtives physics (addForce ,AddTorque, PhysicSetPosition,PhysicsSetRotation) 1 ) You put some entity movement on PostRender function., this is the wrong place, you must put your moving truck code on PhysicsUpdate function 2) the entity.AddForce line that could make move some box physics shape is a commented line 3) You must pass variables from one script to another like : forward, backward etc ... So declare general variables or get variables values from other script by accessing them using script name. Once you'll get a moving cube working than you will be able to replace it by your truck and child entities.
  5. Could you post the file or it is the same models test ?
  6. I post as a reminder , the physic bugs that really stuck game prototyping without any solution or workaround possible : http://www.leadwerks.com/werkspace/topic/8338-le-31-steam-default-camera-flying/ http://www.leadwerks.com/werkspace/topic/8342-le-31-steam-ball-physics-stoping-after-some-seconds/ http://www.leadwerks.com/werkspace/topic/8199-collision-problems-on-imported-fbx-mesh/ http://www.leadwerks.com/werkspace/topic/7874-model-collision-bug/ http://www.leadwerks.com/werkspace/topic/7854-character-physic-problem-part-2/ http://www.leadwerks.com/werkspace/topic/7873-simple-collision-physics-not-working-on-model/ From someone else : http://www.leadwerks.com/werkspace/topic/8153-steam-polymesh-does-not-scale-with-model/
  7. The force is perhaps too high also : I made some F-Zero style prototype using BSP cubes, and i got the bsp cube vehicle passing throught level caus of velocity. Why not : reducing force and just detect blue collision ? or use : PhysicsSetPosition to manually make the player fly vertical to blue until it collides with blue volume ? OR use raycast above player head to detect the Y possible collision , and after yellow jump, make it jump until it reaches the players head , you could make it jump until it reaches or have a great Y value than Y collision reported by raycast. This way, you could use any velocity.
  8. Yes, we must remove these sort of bugs from Leadwerks 3. I can't imagine a little studio working like pros and loosing their weeks of work caus map is corrupted (i already loosed 4 weeks of work in a "final fight" game caus of map corruption). Could LE3 have detailled better logs at map loading ? (It could help a lot of people and this problem). Also running a map , has autosave behind the scenes before it runs, could it be the problem ?
  9. Your problem could be BSP or physics on BSP, i played a good bunch with BSP , models and physics and there are some serious physic bugs. Perhaps you are in one of these physics problem ? ok so how does game works ? you walk on yellow area and your character jumps ? on grey area nothing special just a walkable surface ? is there any danger area ?
  10. +1 Cut tool Why not making a vote system for major needed suggestion stuff : like vote for cut tool ?
  11. You need a 3D artist with you , or a coder, or both
  12. Simple stuff put long time to arrive like Camera 3D scene icon and gizmo, but it has arrived. The problem is that suggestions arrive each days, and so they are forgotten on old posts, that's really sad ,specially super needed ones like a simple "rectangle selection " to select objects and stuff. Same for super missing essential decal system etc ... But we can work with LE3 like it is , what i think is priority is serious bugs.
  13. I agree better workflow caus this is too much steps : Direct access to script : - select entity model in 3D View - right click : menu appears and it would contain "edit scrip" item Or - select entity model in 3D View - if the model have a script attached, a button would be clickable in top menu I prefer right click menu solution as you don't have to move the mouse far away ot reach top menu.
  14. Camera fly only when running the game. The file has been attached well this time. The post reported incomplete LE 3.1 Steam] default Camera jumping away Is the same bug and can be deleted (double post problem)
  15. Thanks Rick. I typed too fastly , yes script attached to the table. I have the table rotating, but i'm stuck on sveral physics issues i'm struggling with. http://www.leadwerks.com/werkspace/topic/8342-le-31-steam-ball-physics-stoping-after-some-seconds/ That's sad, simple physics to be so hard to have them work, we will need a complete tutorial on monkey ball game style and physics settings.
  16. Sorry other software 3D engine, nothing has been saved by running a map. After running it, if you load another map then it ptoposes you to save or not. That's not natural to save stuff and files just running them , software don't work like that could it be Blender, Visual Studio and all existing software. Could be some MyMap_temp_run.map that would be run instead of saving the map you are running on.
  17. Even With auto save disabled in options , LE3 auto saves a map when running the game. How to test : - Just take a map , add a green cube - then run the game, then stop the game - open a new map, do nothing - Re open first map : you can see it has been auto saved with the green cube
  18. Well all scripts are under "script" forlder , is that complicated lol. I think it's more organisation problem and how people keep a project clear. For example , how i do : name scripts as 3D models : soldierBasic model -> SoldierBasicAI.Lua DoorType1 -> DoorType1.Lua etc .... In game your soldier don't behave like you want, just go to script folder and open soldier script, or select soldier in the 3D scene and go to it's script tab to modify it. What game are you making to have thousand of scripts to manage or not be able to easy find them LE3 editor or directly open windows explorer and open all scripts you want ? Do you talk about that ? or that ? Really managing a project and it's script is really direct and easy on Leadwerks 3. It will take time and not 5 minutes only, there are serious unresolved problems like drag n drop and others, not sure your new button to not bring new problems ....
  19. Your workflow is special ? I have some NPC that don't behave like i want, i select it and in script tab just opne one time the script. Even working on level design , any time the Lua file is tsill open in editor. You see a door not working as intended, just select model go to script, open it in editor and modify it until it works well. Than you can close this door script file also. Seems you work on all models behaviour scripts at same time : bad way to work i would say or you are a super coder, modifying 10 scripts at same time without testing before coding all 10 Lua files ? Work on one thing at time is a great rule. Really there are super needed stuff in editor like "rectangle selection of objects " etc ... than things like that only asked by one or two people.
  20. Starting the game , physics are ok, the ball moves when we rotate the white model. After some 5 seconds, the ball don't collide no more with anything and pass trhought white model. Here is how ot test : Download and dezip file below somewhere. 1) Create a new project 2) copy whole folder '"balltest" under "models" folder of new project 3) copy the map ball2.map under "map" folder of new project 3) copy the script ballTest.lua under folder Scripts\objects\Player of your project 4) Run the game and play with arrow keys. This is what we can call a "blocking bug". (Would be great to have priority rating for bugs) Ball project.zip
  21. @Rick : it makes sense. @Shirk : You can do two ways : - simulate it by just moving camera down for crouching and adjsut collision ; and doding a movement on camera for headbobbing - animate a character for crouch , headbobbing etc ... and just place camera in front of head (adjust collision height when crouching)
  22. Okay, i understand better. Actually , yes you will see all used files by your game if you publish the game only. Well Unity and otehr engines works in the same way as LE3 : You import all different packages you need : scripts, standard assets, sky assets etc ... in LE3 just add any folders and models,ressources you need to your directory ressources. Than when you drop something in the 3D scene , it is in the scene tab visible, just select it to see the script it uses. Even UDK works the same way. The scene tab just shows all stuff you use, it's not complicated, as you've created your game i thin you have also an idea of what is used. why wanting to see all stuff in one view ? What does it brigns more ? Does have the list of used scripts makes your game better ? If you worked on a big team for a very big project like Skyrim, well why not ,perhaps you would need to survey as a manager what is created, hwo many , what are the CVS version etc ... but we are indie world here not EA or Bioware. I don't see the point of that request.
  23. Could you take a screenshot of the level and paint over to pt some text and say who BSP block uses what script ? I think your problem is relative to collision management in some strange way, or not in better working one.
  24. @Rick: ok Well about tutorials, it's all Youtube. Why not including a link to code files ? I can't imagine watching Youtube and have to carefully watch and type all visible code on the video.
  25. Double click on any script to open it on editor, even App.lua. I don't understand the point here. You have with actual demo included in LE3 all models under model folder. You'll have to make yours or find 3D models, don't use only LE3 stuff. Yep i would like at least "obj" file that is super popular for models without animations.
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