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gamecreator

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Everything posted by gamecreator

  1. Quick forum search found it: https://www.leadwerks.com/community/topic/14500-does-world-pick-ignore-collisiontype/?tab=comments#comment-108277
  2. I forget if it was ever fixed in Leadwerks but will this avoid the issue where models pop back late when you turn around fast?
  3. Remember too that you can also rescale in the Model Editor under Tools, Resize using Feet, Meters or whatever else. And as a sanity check, you can compare your scale to models that already come with Leadwerks, like the crawler monster.
  4. I don't remember the conversation on this before but are you required to use auto or can you still use Context*, Window*, etc?
  5. Not sure about individual gravity but you could also use the jump variable of the SetInput command.
  6. I came across something similar. Maybe this will help: https://www.leadwerks.com/community/topic/16827-directionallightshadowstagerange4/
  7. Welcome! I've learned a lot by copying code examples from here: https://www.leadwerks.com/learn Forum searches on this site are also very valuable as a lot of issues have been answered. And there are some good YouTube tutorial videos as well.
  8. This probably won't work but I'd try the garbage collection trick: https://www.leadwerks.com/community/topic/15212-improve-load-times-when-changing-maps/
  9. Store page: https://www.leadwerks.com/community/store/category/1-software/
  10. Check out the link Thirsty Panther provided above. In it there's a post by Josh that answers this question.
  11. Look for shaders with the word emission in them in the Shaders folder.
  12. Josh said he will "hopefully" fix it here: https://www.leadwerks.com/community/topic/17334-and-leadwerks-4/?do=findComment&comment=112819
  13. Make sure the model material is using the shadow+animation.shader and that the light has the proper Cast shadows setting under Appearance.
  14. I agree that the user should ultimately decide on what shaders, if any, he wants to use. But I do like that the editor can visualize this for you so you don't have to keep changing lines in Visual Studio and recompile over and over until you get what you want.
  15. Good to know. But why would it be off by default? If you're adding post effects to your scene, wouldn't you want to see them?
  16. If I had a VR headset, I'd be tempted to make a Duck Hunt VR clone.
  17. On the material, the closer the Specular is to black, the less shiny it will be.
  18. I just played and beat the game. Overall it was very good quality for a sneak peak.
  19. Ha, fair enough. I guess I can pretend to be patient for 4 more days.
  20. Josh, what's the "big surprise" you mentioned here: https://www.leadwerks.com/community/profile/112-rick/?status=10384&type=status (or will that be revealed at the start of the tournament)?
  21. All I could find in the C header was that the first value is linear damping and the second is angular damping. There are a few examples on the forums of people using it.
  22. That's a lot of progress and like most things, it's more work than you'd think it would be. Good job!
  23. Ah yes. So an enemy told to go from one side to another would try to go down the middle. And I guess in C you'd have to set his character controller to crouch mode with SetInput once he gets to the area.
  24. That's good to know. Do you know if it also works with GoToPoint and Follow, taking holes like the ones in Defranco's video into consideration?
  25. Exactly. You would need to code this yourself somehow, depending on what your game needs to do. It would be similar if you wanted a character to climb through a window, for example.
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