Jump to content

YouGroove

Members
  • Posts

    4,978
  • Joined

  • Last visited

Everything posted by YouGroove

  1. Is there a way to have some : Oriented bouding box math collision check between two boxes ? It could would be super usefull for lot of stuff, and lightweight compared to physics use.
  2. You created a particle Emiiter on the editor in the with Objects -> Effects You have it in the scene panel andcan duplicate it. But how to do if you want it in some folder like : materials/particles And copy /paste and re use in another project ? Here is a good way to have Particle objects in any folder of your project : - Select particle you created in Scene editor - Click -> Save as Prefab It will be saved anywhere on your project folders, and you'll be able to copy this particle object to any other project.
  3. I would know how to to for : Know if a character is facing a golbin within some angle. How to calculate that angle ? I am trying to achieve somehting like : If player.AngleToEntity(Goblin) <45 then player.facingGoblin = true end I gonna throught Goblin script, found Atan and Yaw variables but didn't understood how it works ? how ot use it ?
  4. I tried to call functions, but it don't work. Or am i missing something ? In fact the partciles effect is visually in the scene panel in the hierarchy character bones : It is placed as child of a bone. By code i do : local fireP = self.entity:FindChild("fireL") if fireP ~= nil then fireP:Pause() end The child is found, but Lua compiler say nil value trying to call Play() ? I dind't find in Particle.h Play or Pause functions ? Am i doing something wrong ?
  5. TO delete, double post, sorry.
  6. 1 - Should be helpfull to have a visual gizmo, specially if you don't go in "realtime renderer" on editor 3D view. 2- some Gizmo or point showing precisely where the particle starts. Actually the Gizmo to move for example is at middle position of the particle instead at beginning point where particles are emmited. 3- gravity slot : usefull for particles like fountains. 4 - It's not possible to duplicate a particle object on the scene panel explorer ? It would be ultra usefull, for everything 5- visual box or collision box showing scaling and limits of the particle effect. Usefull to position it precisely
  7. Duplicating some particle effect in the editor with "CTRL" and move object The new particle has new scaling, new rotation totally different from original.
  8. Knowledge has value only when shared
  9. I don't find that. I use GetEntityNeighbors function, and in the loop i would wish to test if the entity names is equal to "hair001" for example. How to do it in Lua ?
  10. I tried to test the example to write to a file in Leadwerks 3. The file had not been created. This is because of administrator privileges of Win 7 ? http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/filesystem/filesystemreadfile-r647?st=50#commentsStart
  11. I works in some way in fact. Go to Apperance Panel : There is Diffuse parameter : Try to pick up a color , if the color don't change in the slot , and values stays at 255, change them manually. You should have now a color for diffuse, and it will be visible on editor (if not launch a lightmap render)) The "Color" slot is useless, it should be removed as it only brings confusion.
  12. It can be done by code also. SetMatrix will apply scaling also. As the hair must just be placed and rotated here is how it works not visually but by code : Script:UpdatePhysics() ... local childBone = self.entity:FindChild("Bone_004") if childBone~= nil then hairObject:SetPosition(childBone:GetPosition()) hairObject:SetRotation(childBone:GetRotation()) end
  13. Thanks a lot Rick. So easy to do it visually, i didn't understood we oculd go in hierarchy bones in Scene editor. This attaching tips should be in some WIKI or sticked somewhere.
  14. Physics stucks me also. Increase my character speed , past some limit it goes throught floor and walls easyly. So i'm forced ot keep it running slowly
  15. @Rick : That's great for simple follow object, like a feary or other stuff. But beacuse it's for hair, if the head of character turns, the hair must rotate and have same orientation along all axis, that's why i think i need ot do like said before and use a bone and some matrix function.
  16. My fault , it works. (yes it needs the comment to expose it)
  17. Thanks shadmar. So what i have to do is place character and the separate hair mesh in same prefab , or load the hair mesh by code in player.lua instead.
  18. I have GoblinAI, and the variables of the script don't appear in the "Script" panel. script.ChaseDistance=60 script.sightRadisu=10 ... etc ... nothing ?
  19. I'm in already. I don't remember what means extra, self calls in script (We should really have clear tutorial on how it works) Anyway , have you some idea on what i try to do ? Visually place a pivot ? Have a target variable named "hair" in player.lua In the editor darg and drop hair object in script target slot. The code would attach that hair object to the player head bone. How to ?
  20. Im' not core programmer, and i don't understand math vectors a lot. Some other engines have such hight level functions for you ready to use to make easy stuff on characters or vehicles etc ... Any function ideas so in Lua ?
  21. The playable main magician character in LE3 Will need hair (selectable by the player), and partcile fireball attack effects. (Goblin is gameplay prototyping purpose only).
  22. Ok and what i do then in Lua ? There is no code like : This.entity.AttachToBone(targetModel, boneNAme) Visual parenting should be some option.
  23. I just drag golbin in the scene. i change scale values by keyboard : nothing is taken account (clicking elsewhere ,and to goblin again, old scale values are still here) But if i change acsle value by clicking Arrow on input box, the model scale changes, than i can edit and chagne the value with keyboard input. Like Arrows would be priority instead ot typing the scale value.
×
×
  • Create New...