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Everything posted by YouGroove
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Iron texture is really bad , looks more like some sort of stone.
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Once you will have lot more stuff, more polishing and a strong demo, you will get lot more chance of big success. Keep the effort
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The water is flickering when the camera is behind some terrain height.
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No i don't want the player to move. You gave me the good solution We can calculate a virtual position then calculate the Yaw to apply to the player without having to move the player local virtualPos = piInfo.position + ( Vec3(1,1,1) * piInfo.normal ) rotY = PerfectAngle( piInfo.position , virtualPos) Applying that rotation to the player and it always faces the normal of the surfaces whenever it is it's position. Perhaps giving a bigger value to the pick cylinder argument ? Is pick performing on visual mesh only ?
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LE3 water looks good, it will be used for some other levels stages.
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Well the perfect angle is used to rotate some entity towards some other entity. But that can't work for a cover system, if i use it the player rotates but based on it's position and pick position. And for a cover system you need the player to face the wall surface normal vector, whatever is the player direction. Can't we use Pick.normal ? It is not the normal vector of the wall surface whatever is the surface angle ? I think we need the normal of the surface (triangle) where the Pick hits something.
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I see, but if i use to calculate the vector : - Player position - Pick raycast hit position This will represent the orientation between the player and the wall not the normal vector of the face of the wall hit by the raycast. The goal was to make the character face the wall, whatever is the Yaw angle of the face of the wall. Perhaps i just don't understood the function so i'll give a try at your solution using the pick position.
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Why not proposing : - "Character" Each character we import the physics will be Character most of the time. - Hit box physics HitBox are something to use for FPS games , making possible to attach Hitboxes to bones and adjust them could be a good addition also. Anyway, this wireframe mode is great.
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Hi, I use Pick result and it's normal to rotate some object to that normal vector , but something is wrong. Is normal of Pick normal to the surface that was hit ? This code always returns the same Yaw instead of a Yaw based on the surface hit by the racast ? local invNormal = pickInfo.normal:Inverse() local angle = Math:ATan2( pickInfo.normal .y, pickInfo.normal .x) self.yawPlayer = angle + 180 end Any clues ? The idea is just the character and camera rotated to face the wall or object hit by the raycast.
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Thanks.
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Hi, I got a pick result that gives me the normal vector , but i would also need the inverse direction of that normal vector. Does anyone already coded that ?
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I found htis usefull examples : http://stackoverflow.com/questions/1251828/calculate-rotations-to-look-at-a-3d-point
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Hi, When i create a new filter named "Zone1" , i would like that any new created object would be applied in that filter. I don't know if it would be possible and easy to have that ? For now we just create and dragd and drop objects to the filter we need.
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Yes it crashes the editor. It can be physics as prefabs really don't like child objects having physic collisions. Perhaps a bug related to that problem ?
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Are "collision" shapes embedde in some FBX file still relevant ? For example a complex static model can have a "collision" shape embedded on the FBX file, some times it is better made by ourselves than using convex decomposition. Not so important point, but it can be good to keep that feature perhaps.
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Where is the input field for custom collision types ?
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In blender select in object mode both armature and character and choose in the context menu : Apply Rotation Apply scale Apply position This should fix your character orientation problem, otherwise you've done something wrong elsewhere. In the model editor choose "extract animation sequence", enter the start and end frames of the animation length you need to extract. It is some tutorial somewhere or some details on some blog also. Post your Blender model if you want some kind people here to be able help you.
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I needed the asset cover to be type 30 , a particular type that is a cover. And i need - any physic object to collide with this asset cover - mob raycast should not detect the cover physics - only player raycast detect the cover as a prop asset So what is the Lua Collision:SetResponse() for both mobs and player ? The goal is to have the mobs firing at the player even if he is hidden behind the cover asset. So the player is covered but mobs are still firing at it's position, if the player moves a little outside of the cover it will receive fire damage already. It's some Gears Of War touch
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You mean : Mob.lua : Start() Collision:SetResponse(30, Collision.Prop, Collision.none) ... end player.lua Start() Collision:SetResponse(30, Collision.Prop, Collision.Trigger) ... end coverAsset.lua Start() entity:SetCollisionType(30) -- collision between cover and characters Collision:SetResponse(30, Collision.character, Collision.Trigger) -- collision between cover and physic moving objects Collision:SetResponse(30, Collision.Prop, Collision.Trigger) ... end
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I have some question as this is still not clear for me : - mobs raycast shound not detect a cover object - player raycast should detect cover barrier How does this works in Lua ? Cover.lua function Script:Start() entity:SetCollisionType(30) Collision:SetResponse(30, Collision.Prop, Collision.Trigger) end What must be the mob code and player code to have in one case the raycast not detect that barrier and in the other case the raycast detecting that barrier ? When i come back to LE3 i forgot many things, having some solid tutorials and docs is what really matters with 3D engines
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The model is just fine. 3D coat propose some texture padding, so it avoids seams problems. I re exported the normal map , and the seams is not visible , but make some strange look artifacts on long distance.
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It would avoid in many cases to create a script if we had the ability to enter a number value for the collision type for a physic object.
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It's again info hidden on the forums. It would be good to have some official custom collision tutorial and official documentation page showing use cases
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Yes it works , but not in all Blending cases. I needed alpha to work even with tracer effect using blende mode = "Light" For emissive effects it seems it's not possible to control their alpha until you create a custom shader, anyway i won't use it and use other effects instead as a work around. And i think we can forget particle lightening in LE3.