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Everything posted by YouGroove
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Thaks, i find the problem came from that the model was not the root , something went wrong with FBX export, cau it was on scene panel : ->BlendRoot ->model I exported other version from Blender 2.6x without problem and in ecene there is no more blendroot, but skinMesh, and that's ok now.
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Only using a character model without scaling on LE3 will have character controller collision OK. Putting a character scaled down on LE3 editor , even clicking on "Fit Shape", the character is middle sink on the floor. Displaying physics (with Fit Shape clicked) , it seems the cylinder is bad size for the non scaled model :
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I havea dnyamic diffuse shader, i place point lights around a model, but the model remains unlit or lightened always in same way ? Here is my character model file : http://speedy.sh/F72Se/zip.zip
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I didn't find how to change the light range. Could we have some standard easy to understand "Light range" field or slider please ? Could we have informative value displayed for View range ? like "Max (500)" , "near (10)"
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Last test : If i put complete map name with good separators, the engine find the file this time, but the laoding command has no effect ? function App:Loop() Map:Load("E:/Leadwerks/Projects/luaTest/Maps/start.map") loaded = 2 ... ...
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OK i put breakpoints and got some debugger infos : In fact System.getProperty() always points to the map that is edited in the editor and using C++ delimiters "\" So App.lua has no impact on the map Loading.
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Something interesting, if i put a non existing map name in start function in App.lua, it will automatically load the map i have on the editor. function App:Start() --Set the application title self.title="luaTest8" --Create a window self.window=Window:Create(self.title) self.window:HideMouse() --Create the graphics context self.context=Context:Create(self.window,0) if self.context==nil then return false end --Create a world self.world=World:Create() --Load a map local mapfile = System:GetProperty("map","Maps/nonexistingmap.map") if Map:Load(mapfile)==false then return false end return true end So What to do then ? What is a simple working solution with Lua ?
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Thanks. Actually i'm a bit stuck, i don't understand why App.lua has no influence when i laucnh it by run button on editor ? I changed : function App:Start() self.title="test change level" Even the title remains is not changed and remains the one of Leadwerks.exe (compiled exe) ? Did i done something wrong ? I even commented world update and world run in App.lua and they have no impact if i launch clicking on run button of the editor ? Should i run App.lua form some external program or tool instead ? function App:Loop() .... .... --Update the world --self.world:Update() --Render the world --self.world:Render() --Refresh the screen self.context:Sync() --Returning true tells the main program to keep looping return true end Must i install Lua and launch App.lua using somme MS DOS command like : lua App.lua (I'm a bit confused ?)
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I tried that script attached to a pivot using Flowgraph. function Script:Rotate()--in rotation.y = rotation.y + 10 self.entity:SetRotation(rotation); --App.world = World:Create() local mapfile = System:GetProperty("map","Maps/start.map") Map:Load(mapfile) end Unfortunatelly it crashes when the code is fired by another Flowgraph component. If someone have a "simple" working Lua example without needing to change C++ code it would be great.
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I missed that one and will try it tomorrow. Thanks a lot beo6.
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function App:Start() --Create a window self.window = Window:Create() self.context = Context:Create(self.window) self.world = World:Create() --Load a map return Map:Load("Maps/start.map") end function App:Loop() if self.window:Closed() or self.window:KeyHit(Key.Escape) then return false end Time:Update() self.world:Update() self.world:Render() self.context:Sync() return true end The idea would be to change map in the Loop function what don't works. Well i already tested in Lua, it can't work, caus you compile Leadwerks.exe that have a LoadMap already, and Lua Loadmap don't work to change the map level. Perhaps in C++ you control really how maps load, but in Lua it is more complicated caus Lua uses Leadwerks.exe. We discussed it there : http://www.leadwerks.com/werkspace/topic/7739-lua-and-loading-maps-question/ And the post here is just to submti some idea for people wanting to make a complete project using Lua only without needding to code special stuff in C++ to have maps passed from Lua to Leadwerks.exe. So it is just a suggestion nothing more
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It don't work if you use Lua only and would want to laod a map in App.lua (specially with a map defined in your compiled Leadwerks.exe).
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Would help to be able using project manager to declare all maps a project would use with possibility to add maps, drop maps (It would be relative to project path and mandatory each map would have a unique name). And finally in Lua or C++ , you would have a simple command like LoadMap("Name"), that would free all ressources and scripts of current map, and would load the new map and scripts.
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I understand some work is needed to make map loading a variable in Leadwerks.exe. A standard solution would be to have a map panel in project Manager to reference all maps you use and add new ones to a selected project. At final you would call simple function to load a map by it's name could it be you use Lua or C++.
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I have a question on how works Lua and maps. When i have a map under the editor if i run it clikcing on run button, this map is loaded and played. If i change the map name under App.lua , it has no effect ? Why ? Same thing when we compile in C++ Leadwerks.exe to be able to use Lua, it has a default name map in the C++ code, but this is not what prevents to load a new map ? To make it simple : How to switch maps in Lua ? Must we run App.lua outside of the editor ?
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No problem with Leadwerks 3. Just found the good parameters when exporting from Blender to FBX that exports all the frame range : You need to uncheck last two parameters.
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Actually max is frame import is 248. Would be usefull to bypass that limit to 2000 at least.
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Ok i understand now, editor ony shows files that you can use with editor , makes sense indeed.
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LE2 assets and materials i think are not always totally compatible with LE3 new workflow and 3D engine i think. I'll give it a try tomorrow if i manage to find trees on the store.
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Pre-Purchase Questions - LeadWerks Engine 3
YouGroove replied to HeadClot88's topic in General Discussion
@HeadClot88 : No world limit ? for what type of game ? random generated i presume ? Without limits you should populate your terrain with vegetation, buildings, etc ... and make great places differents, could take years For the moment there is no free version of Leadwerks 3. But it is a good price if you pruchase it as you'll have : - BSP (with shaders like normal map) + lightmapping ( Lights placed on the map work on BSP and dynamic models ) - Terrain + normal maps - Lua easy scripting - Navmesh system auto generated , working on terrain also - Lot of community free stuff in the store (code, shaders, models .... ) And don't forget incoming V3.1 with OpenGL4 lightening and new shadow system. -
For skyrim, yes this is loading interior map, i mean you never see opened doors or througt windows. Enemies won't chase you inside indoor houses, but NPC will go inside and just disappear , when you enter you see the NPC inside for example. It seems there is some loading time indeed. Ok i understand your need is different then, more like the game EA Sims.
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@Rick : Solutions sometimes are "make it simple" Look at Skyrim, outdoor performance need and detailled indoor : keep indoor and outdoor as different maps, you load when entering them. But you can keep characters moving in and out indoor houses, if you are in exterior, you just see the character disappear when entering the house. For the character and car system, some games just put the camera in front of character head , outside, so you can see your character without needing to make it invisible.
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Some sort of camera layers in fact or scene nodes system. Depending on your game needs you could put a bunch of stuff in one layer, other stuff in another layer and just display the layer you need with some functions like Show/hide layer or node. For the player and car example, you would just hide some "player" layer , when entering the car.