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Everything posted by YouGroove
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If you work offline, there is no way to read docs I thaught it wsa just needed some converted to copy docs to some Word format or PDF. That's really sad , perhaps some bad choice on the documentaion system choosen.
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Better Workflow : COPY/PASTE Scripts directly from editor : you have copy, but paste don't appear
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That's strange ? Some projects i created runs ok, the game runs And another new projects gives me that error ?? I think it must come from some problem with some projects.
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Can it be a way to work without network access ? I would see some "COMPILE" button than some "RUN" button. I don't matter if i have to press 2 buttons each time if it can compile the program and if i can launch it. I don't think is good for future customers to have such problems and to have to changes some port settings just to run small examples ? (like i said , in other 3D engines, you just run the game, why should it be more complicated ?) Anyway, thanks I'll try if i can find some debug files, server, or config or anything ?
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Same problem arrgghhhh Put in Win 7 LE 3 as administrator , the firewall don't block it , what is the problem ? Would it be possible to avoid that way of working ? just launch the Exe of the game when not debugging ? I never had such problem with some other 3D engines.
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Having to stick with multiple 3D tools is old school 3D engine way. Nowadays a lot support Blender models and animations throught FBX. Unity supports directly Blender models as it converts them behind the scene when you import. LE 3 priority is Mobile what i think is the best strategy, specially for us indies in terms of publishing and market. So i think for big PC games , lightening, terrain , other features won't be here a bunch of time. I've gonna with LE 3 for mobile , not for PC. The new workflow and game framework are not comparable to LE2, now we can focus lot more in game making.
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You must then ask Josh, caus LE 2 key should work, as it worked for me.
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Re testing. It seems any new project will have some default scripts and materials but not all folders of the game. no barbarian or goblins. So the minimum should i select previously the game or not ? So perhas any new project have always the same deault assets ? I didn't find any information on documentation , but it seems to work like that finally. That's ok for me. But well the possibility ot load a map and not be in the correct project can be problematic.
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@Carnadian : The problem is that if you don't kno you have to switch in the project manager you'll find same problems as i found. Why a map is not linked to a project And just can say it's so much confusing. You create a new project on Unity, any location, your assets are empty : it' s LOGIC At creation Unit ypropose you to import standard assets to dupliacte them in your project : IT's super clear Even during game creation : you can again choose to import Unity 3D packages containing assets like "Sky textures, trees, models" directories, lot more LOGIC again. With LE 3 , you want to use the game assets : -Select the game project in project manager -Choose create a new project Do you find that super logic ? or trivial. I talk in some new comer experience, that's not clear at all as ressources selection. You must select a project before loading a map if you switch on projects. The editor don't tell you anything And if you don't know or forget, that don't work. c 'mon let's do like Unity , let's evolve the editor to alert the user or load the project binded to a map you would load. And let's the Project Manager propose a location of the assets that will be copied in your new project.
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That's very confusing for any user : If you laucnh project manager and that the game is selected, you'll have it's assets on assets panel. Now if you create a new project, the project manager will copythe visible assets on the panel for your new project That's really confusing when you start a new project, your new project will be createdwith Assets displayed on assets panel If it points to the game the project managre will copy all assets to your new project. IF it points to another location, you will have totally different assets. That's super confusing, not trivial , not clear on what assets are taken/copied to a new project. The Project managre should propose to pick up some assets location to clear things up.
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Just found teh solution, But really this just can make people going crazy when non logic stuff like that happens So after lauching LE 3 editor : - Launch project Manager : select "Darkness Awaits" then the editor will pick up all directories assets from the game Because loading "Darkness Awaits" map, don't make some switch to the good Assets folder. Like thre is no link between a map and Assets location. Should not be changed and be dependent ? But at least , LE3 should avoid loading of assets of a project selected in the project manager, when no map is loaded or when you begin a new map.
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When i start LE 3 , it displays the Assets from the previous project ? could it show no assets at all or propose to pcik up all assets (3D models, scripts, textures etc ... ) from some location ? So after update, i re loaded the game project "Darkness Awaits", but the Assets explorer keep displaying assets from some other "Test" project located in a totally different folder and contains not the same assets ? What is wrong with PRojects and their assets locations and management ? The project Manager Tool shows project and directories all is ok even Assets, but the editor , even when lauching keeps loading Assets folders of old project Enought LE3 for now, enougth beta testing
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Okay, You will just need to install LE3 , so it's more something ot ask to Josh.
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It's your LE 2 key that you must use like you can read on some LE 3 posts.
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Well when beginning a new project, all 3D assets are by default the core assets of LE3 ( scripts, models etc ... ) So if we change some Script or model of the existing assets, they it will be changed definitively for any project that will use them. For example : If you modify Player.lua, AI.lua or anything else, it will be changed definitively for any new project you will start Should not LE 3 do like Unity and propose some Assets import ? So you will never change or modify original working Assets could it be 3D or script or whatever ? It's not cool to have Assets original of LE 3 dev kit , always referenced even in a new project you start. We should be able to have some import button and list to import original assets in the directory of our new projects .
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Seek where you have installed LE 3 : For example : C:\LE3 than go to installer sub directory : C:\LE3\Installer And just launch : LeadwerksUpdater.exe
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ahha fine We will need separate forums for LE 2 and LE 3, it's too much confusing otherwise.
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Don't it come from some shared script or common Lua file ? You instanciate all by code and don't use the world editor ?
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Well the model editor allows alo to extract animations sequences, so it could need it someday. But ok if all is fine Do you use Lua or C++ ? If lua , do you what means that code ? function EnemyForEachEntityInAABBDoCallback(entity,extra) if extra.goblinai.target==nil then .... What is goblinai and what is target ?
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The update in the installation directory of your LE3 Beta i think. Just search.
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I created a new LUA Project. The script i've overwritten was the default one of the mini game. How to do when we create a new project to not overwritte the main Lua script ? It seems it's the same main Lua file called each time could we create a new project ? OR should we duplicate script , ressources etc ... to the new project location ? I'm a bit confused about that main script launched bu default
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Ok updated , all is fine now.
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Yes it must be some conventions when exporting from FBX to some engines editor : - having a bone in 0,0,0 all time - Some reset Rot/scale of bones or mesh Because you use UU3D and use GMF format some stuff may be loosed or not well kept perhaps. Try google search. Is it your model in Bender ? i could have a look if it was the case. What software do you to animate ?
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Trying to create a new Lua project using Project MAnager, the button OK just don't activate , even after re launching and trying again ? I entered the name of project, put some words on name and copyright also, slected Lua , but no way ?
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@Rick: You should directly import FBX to the model editor, and it works just fine.