-
Posts
4,978 -
Joined
-
Last visited
Content Type
Blogs
Forums
Store
Gallery
Videos
Downloads
Everything posted by YouGroove
-
F12 is function keys, i would prefer instant access keys like space bar or nearest keys. Ability to change shortcuts in the future could be good.
-
Can you make some thread for this tournament, were we can post screenshots ? Would be great, and would motivate more all people. Or it is a bad idea ? On gameArtisans or Polycount , this is each time a dedicaced thread with WIP screens.
-
A free tool with lot of possibilities. You can you crease tool, or inverse to break models surface, than use Pinch to make regular borders or creases looking hard surface easyly. Thta's strange i don't see people using multiple objects in their characters ? why ? This helps a lot in workflow and possibilities. You can see multiple objects in the example below (character i made today) Its lot mor efaster than Blender indeed and have great tools, with lot of possibilities once you know how to use them and some tricks. You will go faster with 3D coat or Zbrush, indeed, but you can already do great with this free tool indeed. http://pixologic.com/sculptris/
-
Too much generalist topic, it's like throwing a word from dictionnary and anyone can do any game style with that. The tournament would need lot more precise direction, Actually you should not call that a tournament as you almost DO WHAT YOU WAN ,the theme is too muc general and vague, not precise. I don't know, go take a look at gameartisans site and look at tournaments, to see they are really well defined with boundaries. With your actual theme i can do really any game, any style, any gameplay, for elements : i could just put some fire torches and that's done.
-
I can send you the youtube tutorial i used, as this is Unity, this is not allowed to post here. They just used the character controller and it works just fine, i followed the tutorial and the plane movement was just some easy part. I mean arcade plane controller and not like you are doing what is more a big simulation with lot of maths indeed. In Leadwerks 3, i just have something using physics, cas i need collision with level and other stuff, i have just to find some way of limiting the torque you add each time, and have less inertia on rotations also.
-
Thanks for the advice Andy. That's sad, caus it works so simple and good elsewhere in some other character controller, i had the lfying plane and collison, good physic, smooth move in some minutes. In LE3 , no physics, means i won't be able to detect collisions between some plane shape and level or other planes. Anyway, ok , i'll try to find some solution.
-
Well i seen in another engine some example where they used some characterController for some airplane and it worked great. With LE3 it don't work, i tried several stuff, but it remains character only it seems. I tried with with physics only and put in the physics loop : - Add force on Z to make plane move forward with trust speed - on keys up/down AddTorque on X ot make plane turns up or turn down to floor - on keys left/right AddTorque on Y to make plane turn right or left The problem is that it's super hard to control even with light forces. Caus you add torque forces each time, and it becomes to turn to much for example. In airplane simulation, you turn a lot when in low speed, and turn less when going faster. For pointing up and down, in arcade mode if i can say, you should turn each time at same speed, and not have turning increase each time , to be too fast in the end. So anyone got some tips ? perhaps use no forces at all and just rotate and move functions, but in that case it won't detect collisions. LE3 terrain will need airplanes races
-
There is some example in player.lua At the end of attack it calls another function, it's some callback if im' not wrong. In fact if you use AnimationManager, you put all parameters and last one is a function name to call at the end of animation. You can also manage that yourself if you can get what frame is playing.
-
Cool. What to do with color_specular As it is used nowhere ? (that's why i got full specular) Muts i decomment, tested several times and tried other ways , it don't works ? lighting_specular and replace some value ? Can someone post here the full shader ? i mean dynamic lightening with normal map and specular map.
-
I was wandering, it is possible to pass variables between FlowGraphs ? Or must we just search for the object pivot having the flowgraph, and read it's script parameters (this is what i done as i don't know if we can pass variables) It would be great to be able to define general variables used in Flowgraph components.only and that they could share and use.
-
Indeed i tried nad tested and i said it changed nothing. If it works for you , it means i done something wrong somewhere ? I'll reconfirm and retry tonight, i'll post shader and texture if needed also.
-
So no news , on how will be some real specular shader using a bitmap specular image ?
-
What you done is post a link ot your shop, don't say its not advertising ? Here this is not Linkedin at all, here this is a simple forum. Anyone can advertise it's own producst without spotting in other threads owners, really, this was too easy. Even better you could have put instead of your site a simple picture from Turbosquid or from Google images. Yes it's better taking it easy , but avoid to post your own commercial stuff in other people commercial and free stuff threads.
-
Trying to make some small fun LE3 game, that would need FPS view and jump ability. Actually what is the best method to jump for a character and physics , as there is physic bugs ? Use instead setPhysicPosition ? and in what way ? Does anyone have jumping code working great in FPS view ?
-
Something that could help a lot when sculpting with future terrain system, or just hand full to edit some level in details. If we could by pressing some key put the 3D window of the editor in Full screen almost, with juts keeping upper tools bar visible.
-
I'll make that as a contribution it will be splitted in two Lua files : -states.lua -animations.lua And i'll give some basic use example with some short and quick player script.
-
Character Controller Jump issue 2
YouGroove replied to tjheldna's topic in Leadwerks Engine Bug Reports
@tjheldna : So ho do you do now, to avoid that character problem ? Caus PhysicSetposition is to you to each frame move the character to a position right ? For jumping you use also PhysicSetposition ? how do you manage it ? -
In fact when LE3 started, seeing all Player.lua script, oh god, how awfull to have so much code doing so much stuff in one file It's lot more hard to understand and use , or make evolve indeed. So i give to community some litlle example i'm working on. States.lua that has two main functions : -UpdateStates() -UpdateAnimations() I could had made two lua files , but it's really clear in one file as anims and states uses two functions for each purpose. -- states pState={} pState.idle=2 pState.walk=1 pState.run=4 pState.attack=5 pState.hurt=4 pState.dead=0 --Animations pSequence={} pSequence.walk=1 pSequence.run=4 pSequence.idle=2 pSequence.attack0=5 pSequence.attack1=6 pSequence.hit = 5 pSequence.death = 0 -------------------------------------------------- --Normalized vector direction player movin in X,Z -------------------------------------------------- pState.movement=nil pState.playerMoving=false pState.attackInProgress=false ---------- Player States pState.currentState=2 pState.prevState=2 ------------------------------------------------------------------------------------------- -- States function ------------------------------------------------------------------------------------------- function UpdateStates(keyAttack,keyRun,Rkey,Lkey,Ukey,Dkey) ------------ Normalized vector movement for walk and run ----------- pState.movement=Vec3() pState.move=0 pState.prevState = pState.currentState -------------idle state if pState.currentState~=pState.attack then pState.currentState=pState.idle end ------------attack state if pState.currentState~=pState.attack and keyAttack then pState.currentState=pState.attack pState.attackInProgress = true end ----------- move states pState.playerMoving = false if Rkey == true then pState.movement.x=pState.movement.x+1 pState.playerMoving = true end if Lkey == true then pState.movement.x=pState.movement.x-1 pState.playerMoving = true end if Ukey == true then pState.movement.z=pState.movement.z+1 pState.playerMoving = true end if Dkey == true then pState.movement.z=pState.movement.z-1 pState.playerMoving = true end ------------walk or run states if pState.playerMoving ==true and pState.currentState~=pState.attack then if keyRun == true then pState.currentState=pState.run else pState.currentState=pState.walk end end end -------------------------------------------------------------------------------------- -- Animations function --------------------------------------------------------------------------------------- function UpdateAnimations(animationmanager) if pState.prevState ~= pState.currentState then if animationmanager then if pState.currentState==pState.idle then animationmanager:SetAnimationSequence(pSequence.idle,0.005,200) elseif pState.currentState==pState.walk then animationmanager:SetAnimationSequence(pSequence.walk,0.05,200) elseif pState.currentState==pState.run then animationmanager:SetAnimationSequence(pSequence.run,0.08,200) elseif pState.currentState==pState.attack then animationmanager:SetAnimationSequence(pSequence.attack0,0.03,200,1,self,pEndAttack) --LaunchFireBall(self.entity) end end end end function pEndAttack() pState.currentState=pState.idle end It's lot more clear as states function, only deals with states (and some vector movement only) , it don't deals with gameplay ro animations., you just care about states management. That's same thing for animation function as it just calls the right animation based on actual states nothing else. And here is the simple code for UpdatePhysics() in the player code that uses States.lua : --------------------------------------------- -- PLAYER UPDATE PHYSICS --------------------------------------------- ... ... local window=Window:GetCurrent() local move=0 -------------- Player inputs read --------------------- local keyAttack= window:KeyDown(Key.Space) local keyRun = window:KeyDown(Key.Shift) local Rkey = window:KeyDown(Key.Right) local Lkey = window:KeyDown(Key.Left) local Ukey = window:KeyDown(Key.Up) local Dkey = window:KeyDown(Key.Down) ------------------ States.lua function --------------------------- UpdateStates(keyAttack,keyRun,Rkey,Lkey,Ukey,Dkey) ------------------ Move Player -------------------- if pState.currentState == pState.walk then move=self.MoveSpeed end if pState.currentState == pState.run then move=self.RunSpeed end if pState.playerMoving==true then local targetRotation = Math:ATan2(pState.movement.x,pState.movement.z)-180 self.currentyrotation = Math:IncAngle(targetRotation,self.currentyrotation,self.turnSpeed) end self.entity:SetInput(self.currentyrotation,move,0,0,false,self.maxAcceleration) ----------------- States.lua function ------------------- UpdateAnimations(self.animationmanager) As you can see, once again this reamins super clear, and you can concentrate on gameplay code in player.lua instead of loosing yourself in states and animations problems and erros. I just can't no more use or read Darkness code You can adapt this code to other characters indeed, you just need to define the good sequences and states in a copy of that example, than just call them in the character main Lua file like goblin.lua for example.
-
Having people working with LE3 and each with his own Lua version will juts confuse beginners or tutorials. Lua is not C, i think Lua is good enought like it is , it should stay script only for non programmers or people that prefer 3D art making than programming. If you want more C like stuye , using Lua looses all it's sense, you should switch directly to C++ if you really want to go in some C syntax indeed.
-
Thanks Rick. I didn't seen that function, that will fit perfectly. In fact OnEnter and OnLeave, need to be in the physic engine, caus it should work with any physic polygon collision shapes, eo the only hope is after 3.1 to ask again for these functions. Here my purpose is just to create some zone system object we can reuse using flowGraph. You place a cube in the scene with the "zone" script. In the FlowGraph, you will be able to connect your cube to some Pivot, or entity having some function code receiving it's output. 1 ) At start of the game , the cube in start function : - will call Hide() : so it's visible when editing your level, but no more at runtime - will call then GetAABB so it's AABB wil exist 2) in it's loop function : - Will detect if some entity position center is within it's AABB Perhaps entity and method of script entity entered during scene editing in the panel properties of that zone cube ? - then the code will just call : some getEntityByName + call this methode it could be : player.DoDamageBurn() It depends if this is for several models like Goblins when entering some trap area would be damaged one time, or if this zeveral zones specificaly enteracting with player only ? In each case You can go with 1 ) Flowgraph and connect zones to player, or 2) No Flowgraph and enter values in zone properties like : - entity Script name -entity method to call
-
I placed a box in the scene and attached script. This box will be hidden , only visible in editor as it will be an invisible zone. I would need by code to retrieve the AABB box of that cube i placed. Is there any way ? I have AABB(x,y,z,x1,y1,z1) to create the AABB But how can i retrieve the box vertex of corners to create the AABB ? But there is not GetShape() ? The goal is to place boxes in the level, with attached script , and at start automatically, each box has the start function creating a AABB that will be a zone used in the game. In fact this is some evolution of Rick's volume trigger script.
-
Hide is usefull to hide some entity. But i have some caes where i would need it ot be hidden, but collidable. It is some parameter or some way to do that ? -Hide entity -But entity collides I know it was a bug where it worked like that, but i would want it to work even when the bug will be corrected.
-
SOLVED. All is fine, just need to simply do in Player.lua : if( hairModels[0]~=nil) then hairModels[0]:SetPosition(....) end
-
I have a script : Hair.lua I create a table of hair models like that : hairModels{} function loadModels() hairModels[0]=Model:Load("hair1.mdl") end In another script Player.lua i put that : import : require "Scripts/Hair.lua" start function : UpdatePhysics() if(Hair.hairModels[0]~=nil) then Hair.hairModels[0]:SetPosition(....) end The debugger says attemp to index Fhair is nil value Anyone have some idea on how to use that hair.lua file i import in Player.lua ? Script.Hair ?