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Everything posted by YouGroove
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If you have some model named "COLUMN" and drop it into the level, in the scene panel it is named "STATIC_MESH". The editor should keep same name as the original model. (It's painfull to have to rename each time a model)
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In fact the video settings works under the editor, but when i run the game they are not activated. For example Anti alisaing is ok in the editor, but there is none running the game.
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In such powerfull PC, your level should run as a breeze.
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In Blender select your character model only (not the armature). Choose export to FBX, put same options as imae and it should work , It's Blender 2.71 FBX example export. (For texture i suggest you to manually import them and make yourself the materials if you have many packs of textures).
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The problem of pivot is that you loose lot of time creating them, dragging objects into them. When you need to move some object to another location you have to go to scene hierarchy and remove it from pivot ,same if you delete or add objects. Pivots would just be a pain (another suggested feature was folders in the scene tab something present in other engines making easy level management) Rectangle selection goal is for fast workflow , like select some stones or trees move them aways, quick select some other trees and place them near etc ... fast workflow only possible with multi selection tool. Almost all 3D / CAD / other apps tools dealing with objects have that
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It would be great to have standard and fast workflow for the terrain editor : Keep key "SHIFT" pressed while sculpting and it will smooth the terrain. This is lot more faster workflow, and very standard on 3D scultping apps, terrain apps even 2D drawing apps to have Shift key for smooth. (If you are working on details in the terrain where you need to switch between scultping and smoothing most of the time , i can't imagine having to deal with the menu bar like it is today )
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Ok thanks, i was misunderstood as i didn't seen it on doc "command reference".
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I use pick function, but it don't react to the prop objects when some of their faces are hit by the ray ? local p1 = self.posRayL p1.y = p1.y + 100 if self.entity.world:Pick(p1, self.posRayL , pickInfo, 0, true) then ..... end (I have visual sphere to debug and see the begin and start positions of the pick) Are all objects Props to mode 0 by default ? ( SetPickMode(0) ) Or it is some bug ?
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Steam: This app is already running
YouGroove replied to AggrorJorn's topic in Leadwerks Engine Bug Reports
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Asked more than a year ago and many times after. http://www.leadwerks.com/werkspace/topic/6778-select-tools/page__hl__rectangle Working with LE3 is more frustration than pleasure compared to other 3D engines. The editor and tools have never been the priority in LE3 , small littlle things can take a year or lot more to come, It's like that you'll have to do with it.
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Documentation correction for Collision type Trigger
YouGroove replied to YouGroove's topic in Programming
I responded in that thread, my problem was not the collision types, but that you get stuck in Lua : You don't have the function : Collision:SetResponse(a, b, type) -
The main issue is in Lua you don't have the function : Collision:SetResponse(a, b, type)
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Will LE3 users be able to publish to any support ? I mean for example for Windows users be able to publish to Linux also.
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The problem it is on a blog and not on the docs.
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The script above like you can see is on the UpdateWorld(). Inside your script just declare an empty entity : Script.myCamera = nil -- entity The word "--entity" will make some empty field in the script panel where you can drag and drop the camera. To use it in your functions just use it like that : self.myCamera:SetPosition(0,0,0,false) You would recommend you to ask Rick for some learning course on Lua and LE3 as he gives courses for beginners.
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Actually in Lua calling the function PhysicsSetPosition you must use x,y,z It would be good to extend it and add the possibility to simply use a vector3 like SetPosition() function : PhysicsSetPosition(Vec3,strenght)
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Collision for type trigger in the docs is said to detect only with character http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/collision-r778 But after testing in Lua, i have object with Collision type = 5 ("trigger") and it triggers with characters, props and scene. Does the documentation need to be corrected on that point ? (It's better to have trigger volumes possible with all other types as it is usefull for many things)
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Inspired from FPSPlayer.lua function Script:UpdateWorld() ... if window:KeyHit(Key.E) then local p0 = self.camera:GetPosition(true) local p1 = Transform:Point(0,0,self.useDistance,self.camera,nil) if self.entity.world:Pick(p0,p1, pickInfo, 0, true) then if self.entity:GetType() = "crate" then self.entity:SetOmega(10,10,10) end end end ... end For sound commands you cna dig AI ro FPSPlayer lua scripts.
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Actually in LE3 Trigger collision is super limited as it can only collide with characters http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/collision-r778 It seems it's C++ only method ? I don't find it for Lua or am i wrong ? With Lua we would need to be able to define trigger volumes , it is usefull in gameplay in many ways could it be danger zone/spells to only specific characters, trigger event areas etc ... Actually this is not possible.
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For example you make better walking animation that finally have lot more frames it can be a headache each time you make changes to have to re extract all animations with offsets changed. Sp beeing able to extract any animation and save it in a separate MDL file, you owuld not have to worry about animations names or offsets changes as you could keep all animations files and just reimport unique animations that have changed.
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This has been discussed a lot and many times, LE3 is a slow engine today , but Josh said he will make something. I deeply tested characters using character controller and physics box to move characters in LE3, there is some physic problem with Newton 3. You have to do like FPS demo and have visible character model and camera separated and not part of the physic model that you put to invisible material http://www.leadwerks.com/werkspace/page/tutorials/_/artwork/third-person-template-r114 Another request i would ask in the wish list : - Physics in a parallel thread Actually it don't seems to be the case as when rendering is super slow like 10 - 5 FPS , character and solid bullets physics just go crazy instead of behaving slow but stable.
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This has been discussed heavy a lot before, Android is very large park of mobiles devices, so there is heavy bugs of compatibility , you must make optimisations, it's too heavy work for one persone working on the engine, no need to slow down LE3 PC/Linux. A good engine for 2D is one that have many tools in the editor, like timeline animation editor, sprite management and collisions,Auto Atlas ,2D physics , 2D optimisation, this would again slow down a lot LE3 3D features to come or it would require to hire a programmer to bring us the tools. You Have Neosis that is not cheap and uses Microsoft tool to visually make GUI. Or you have people made their own GUI using LE3 draw commands, you can re use these perhaps , you can achieve good results without using some GUI editor kwnoing where you want your menu or buttons on screens. Or if you have C++ LE3 you could implement Open source GUIs perhaps.
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Authorizing the editor to run Lua scripts when it is started. These scripts would be placed in a special folder like "plugin" or "editor" directory and would be run at editor startup. So we would have scripts with Start(), UpdateWorld() , Draw() functions , so we could use any key , mouse input to trigger actions, like duplicating objects along a line or curve , creating automatically anything , or modifying terrain , displaying things etc ... We could then code our own select/move multiple objects drawing a rectangle