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Everything posted by YouGroove
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Why particle emitor only accepts materials. Would be great that particle emitter would accept any textures (no need for materials lot of time). Faster and shorter workflow.
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I don't understand ? LE3 don't uses lightmapping no more. Anyway great to see another old school game I begin to work in effects of the game, some smoke and sparks :
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Making a game i found LE3 emitter too limited, oculd not make advanced effects. These presented here are not incredible to implement, would just need some LE3 emitter work. I will only put images of the most lacking to make good LE3 effects : Some seesm to use some alpha image to do that effect also : http://codepoke.net/2011/12/27/opengl-libgdx-laser-fx/ Others that would need in LE3 emiiter to add new options such as : - facing camera or not - random direction - dispersion around a direction Debris : Two solutions in LE3 : - sprite based : allow us ot choose several sprite materials for the emitter - mesh based : allow us to choose one mesh that would become spawned by the emitter with rotation and scale variations Great article on all these particle effects : http://www.gamedev.net/page/share.php/_/creative/visual-arts/make-a-particle-explosion-effect-r2701 LE3 have the base working , would need now more options to bring to us such effects.
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Yes. Can be used for any gameplay when you need interaction and collision detection with non moveable objects. - physic object missiles not moving/rotating some static objects like towers etc ... when hitting them. - player flying plane is hitting static structure , you need to detect what it hits : floor, lava ground, , tower grounded object etc... to have gameplay according to that. I changed gameplay and find other turn around play style caus it's lacking. That's hard to not have any suggestion approval system in LE3 , specialy when users ask essential features.
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I created a new particle using the muzzleFlash material from LE3 package. Alpha is ont working correctly and overlap others particles, it's like the geometry choosen was overlapping.
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I tried to make scaling change and alpha changing points in the curves but no effect , nothing works. They stays constant , whatever values i enter and whatever curves i draw on the graph.
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For future version, bigger graphs to work lot more comfortable. Actually they are very tiny.
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No. Because using scene your function collision will not trigger. (Tested it) function Script:Collision(entity, position, normal, speed) self:stopbullet() local typeEnt = entity:GetKeyValue("type", "") if typeEnt == "spawner" then --entity.script:decHealth(1) --self.hearts = self.hearts -1 entity.script:decreaseHealth() end end
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Would it be possible to mark physic object of type "prop" as Static. The object would never move or rotate even with colliding ojbects in contact with it. Ueefull to have physic collision on objects supposed un movable like big massive space ship or floor structures.
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In lua would be great to use also Vectors instead of x,y,z for PhysicsSetposition and PhysicsSetRotation .This is lot more more faster to manipulate Vec3 objects ( and other physics functions return Vec3 also) Actually in Lua dealing with x,y,z each time is painfull to write than just passing a vector.
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This code makes program crash function App:restart() self.world:Release() local mapfile = System:GetProperty("map","Maps/shoot.map") if Map:Load(mapfile)==false then return false end --Create a world self.world=World:Create() end What could be the problem as i don't see ? EDIT : Ok resolved , needed self.world=World:Create() before loading map.
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The callback is exactly the WIKI one : function Callback(entity) App.entities[entity] = entity end Don't know if the code is prooven tested ? or if it is some reading problem for that function ?
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Yep, i see the directory and can explore it, LE3 just load the map and assets from that directory. Problem found : it's code problem in App.lua: I wanted to use some callback function to have the list of all entities loaded on the map. --Load a map local mapfile = System:GetProperty("map","Maps/start.map") -- if Map:Load(mapfile)==false then return false end if Map:Load(mapfilename,"Callback")==false then return false end self.level = true I just removde it and put standard code : if Map:Load(mapfile)==false then return false end And it worked fine. I don't know why the Callbakc code i used from wiki havd that problem here ? http://leadwerks.wikidot.com/wiki:entityindexer Whatever i'll find another solution. Thread can be closed. Thread can be closed.
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Yes you are right. I would just have liked to find in LE3 package some TPS character ready to prototype TPS or RPG games with more moves.Now from advert point, LE3 is lacking next gen characters showcase.
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What i don't understand is that the level map is loaded and read ok. Why should LE3 give that message when running a map ?
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Well it was code problem. http://leadwerks.wikidot.com/wiki:entityindexer --Load a map local mapfile = System:GetProperty("map","Maps/start.map") -- if Map:Load(mapfile)==false then return false end if Map:Load(mapfilename,"Callback")==false then return false end self.level = true I just avoid Callback and all was running like before, so no callback is better.
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Another great bug. Nothing special, LE3 should run the level. I modified some simple Lua code, than launching i got that problem ?? Better log needed , more precise ? Here is the ouput panel log : Executing "C:\LE3\spaceShooter\SpaceShooter\SpaceShooter.exe"... Initializing Lua... Executing file "C:/LE3/spaceShooter/SpaceShooter/Scripts/Error.lua" Executing file "C:/LE3/spaceShooter/SpaceShooter/Scripts/App.lua" Initializing OpenGL4 graphics driver... OpenGL version 421 GLSL version 420 Device: AMD Radeon HD 7600M Series Loading map "C:/LE3/spaceShooter/SpaceShooter"... Setting breakpad minidump AppID = xxxx Steam_SetMinidumpSteamID: Caching Steam ID: xxxxxxxxx [API loaded no] Process Complete.
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Let people show what they are making ?
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The log said suddenly it could not access the base folder of my project : "C:\....\spaceShooter" The folder thatcontains all models,materials, shaders etc ... I verified and it was read only, i tried to modify that , but no way. I just ask if LE3 modify rights or not ? That's strange caus that error happened after i added some Lua code to some Lua file ? It occured in another project test same problem after changing some Lua code. Or it is my freshly installed Windows 7 from two months that would already do bad things ? I did nothing special at all, the game runned well, i just modified some Lua code and i got that error :
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I modified some Lua code nothing special and tried to run the game again, but it lauched and didn't go far without creating 3D contest and the message was saying it couldn't access folder project. I verified project folder and it was read only. Does LE3 modify the rights of project directory ?
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When testing and running the game , LE3 seems to delete a model from what i see in the log ? why ? Here is the log : scripts/objects/player/playerlevel.lua Deleting model "C:/3D/LE3/spaceShooter/SpaceShooter/models/characters/generic/generic.mdl"
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Yep but free stuff has animations not usefull. Well it's a suggestion to have better character fr game prototype for all new comers. Not something i need personnaly, but i find it's missing in the package. And LE3 demo is too much FPS, it could have in the package both : FPS demo and some basic TPS controller and TPS camera. I would say like you can find in some others 3D Engines (yes i'm spamming perhaps but not my goal here ) This perhaps not before LE3 grows lot more, then perhaps make it more complete in these areas.
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The PlayerFPS code uses two other parameters for SetInput function. They are not documented on the official doc. FPS player code : --Position camera at correct height and playerPosition self.entity:SetInput(self.camRotation.y, playerMovement.z, playerMovement.x, jump , false, 1.0, 0.5, true) Official docs : This functions set the movement parameters of an entity that uses the CharacterPhysics physics mode. The input values should not be modulated by the application speed, since they will only be used once per physics step. Syntax void SetInput(float angle, float move, float strafe=0, float jump=0, bool crouch=false, float maxaccel=1) Parameters angle: the angle the character faces. move: the forward movement of the character. strafe: the horizontal movement of the character. jump: the jumping force to apply. crouch: if set to true the character will crouch, otherwise they will stand up. maxaccel: the maximum acceleration the character may use.
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Well there is the crawler , but pretty basic and not good for hero prototype Why not proposing in LE3 package some character rigged and animated with standard movements less FPS. Like : idle, walk, run,crouch, jump, basic attack Some character to prototype non FPS games.