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YouGroove

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Everything posted by YouGroove

  1. I think it's the way things works ? You can manage that , just by memorizing a flag saying if you have entered in the collision volume or not.
  2. Well no need. The project manager shows the project location when you pass the mouse uppon name.
  3. Custom player idle and run,strafe. Thansk To Chris it's usefull simple 3rdControl and Cam scripts The best Player normal map shader reacts to BSP static lights : Awesome.
  4. Oups my custom model FBX had a problem, this script worked well. Thanks Chris
  5. Ok my fault. I've changed directory, than retried the one on the pic , it contains Spaces in the main, and the alert says clearly, you must not have spaces. All works fine by choosing other folders without spaces
  6. Trying many times, but the OK button is still disabled ? I can't work anymore with LE3
  7. I was just playing , deleted barbarian , reput it in the level, attached scripts ,ad got this error i don't understand ? So i can't run the level anymore
  8. Yes some sort of sub Flowgraphs balck box, you could open or close. Josh said Flowgraphs was not the way to write a full game. So i'm mainly for Lua Scrips, programmers can program them and attach them to entities. Perhaps it can be more simple for people to attach some "Third Person Controller and Cam" to a character for example and just adjust variables in the panel.
  9. Could be cool for the hero : Attack +10 always.
  10. depends on your game type also. Far Cry and others big outdoors rely lot more on terrain and tools to randomly rotate, place vegetation or premade models that are groups of trees. For BSP, i think some align functions and snapping along some axis would be great.
  11. You can do it in a more simple way : BY CODE You can just create 2 goblins that share same script , and the script could work that way : int texture_type The user would just in the panel enter a value for that exposed variable of the script. he could put for example 1 or 2 values in the code at init step : if texture_type == 1 material "texture_red" apply it to entity end if texture_type == 2 load material "texture_green" apply it to entity end So you would just have to place goblins in the scene, for each attach the script and just enter the good value in the panel for the exposed variable that will control wich texture to load. We should make such script
  12. How collision does works in "Dakrness" game ?
  13. When i drag & drop the imported model into the scene two times they seem to share the Material. Thats the way editors works. For a different model with other material , yes you need another material and another new model that will "point" to that new material)
  14. Do simple perhaps , try without trigger and don't use Calloutputs, just call a function of the script. Perhaps it will work better ?
  15. Great. But i have questions : Flowgraph is it fast or slow compared to just use Lua scripting. By connecting Flowgraph boxes, how does it works behind the scene ? Lua code is generated ? Could it be possible to have some : Player Lua script we could connect to some Camera box in the Flowgraph ? (I didn't have dug the flowgraph but keeped programming in Lua)
  16. Move fist point to suggestion threads please or it will be forgotten perhaps.
  17. Be carefull, navmesh feature only work on some plane. If you have a level with lot of stuff to climb and walk, Navmesh won't work.
  18. i imported "player.fbx" I renamed it to "player1.fbx" in the asset panel Again i imported "player.fbx" to have a second one without changing the name this time. The editor tells me "Do you want to rewrite it?" It don't have detected "player.fbx" have been renamed ? I said "Yes" and nothing appeared ?
  19. Perhaps a bug. Heva you given a different name to the second FBX model ?
  20. Thanks, i alreday calmed down. Moved to 3D modeler level making, to keep things simple. I just posted a lot step by step, to show that there are issues in the lightmapper. Specially on last screen we can see UV of BSP that have gonna crazy in some sort.
  21. Could suggestions taken for YES, be pinned or moved to some special place ? I don't know, but lot of usefull suggestions will just be forgotten. That's sad , specially when it's to have better workflow, or better working editor etc ... Some rotation gizmo, lights gizmos are really necessary. Ad the abilty to scale models in the 3 axes at same time visually. OR be bale to see textures on material editor or asset panel : for materials having lightmap shader : THEY ARE BLACK ACTUALLY.
  22. Could suggestions taken for YES, be pinned or moved to some special place ? I don't know, but lot of usefull suggestions will just be forgotten. That's sad , specially when it's to have better workflow, or better working editor etc ...
  23. I don't agree with islands. It's like UML ,you need connexions to know who interacts with who. Or it will become even lot more hard to understand. Anyway i will see and try your solution if you need a review
  24. Yes lightmap materials are balck we don't see the texture. Could Leadwerks 3, for Lightmap shaders just show the texture ? Or could we have an option on material editor , to not display shader but diffuse texture only with simple ambient lightening? Caus not seeing diffuse but a black texture is hard even with the name to figure what texture we pick up.
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