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Everything posted by gamecreator
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Same. The character controllers doing wacky things instead of just going directly for the player is really unfortunate. A* in this case makes sense. (I was debating using brute force for my tournament project since the rooms weren't going to be too complex.) My version was going to have different size/shape rooms so my solution was to have a hole in the walls for each exit and also a hidden door and a hidden wall. Then, depending on where the room had doors versus walls, I unhid the door or wall accordingly. Worked pretty well.
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It's easier to load in rooms models, like I tried to do. But you have to generate a navmesh via code and world->SetSize is broken. So I'm curious, Rick: how were you planning on generating the rooms and how would you handle enemy navigation?
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This is currently the hardest part for me. Not so much obstacle but just populating a map and making it look good but also varied, not just the same thing over and over. I was watching an Assassin's Creed walkthrough video last night just for this reason - not for the gameplay but for how they populate a desert: https://www.youtube.com/watch?v=nATM8cKhrX0
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Problem with startup on steam edition
gamecreator replied to Mr.ClottyCottonDDG's topic in General Discussion
It's missing the DLL that the Visual C++ Redistributable installs (the third item tipforeveryone mentioned). Are you sure you installed it? Looks like you can get it from Microsoft here: https://support.microsoft.com/en-us/help/2977003/the-latest-supported-visual-c-downloads -
Artifacts when using vegetation
gamecreator replied to thehankinator's topic in Leadwerks Engine Bug Reports
Make sure you have the proper vegetation shader on the rock. Seems like it should already be set up but just in case. The appearing/disappearing thing may be because the billboards aren't rendering properly. -
Model visibly reloading on fast camera movement
gamecreator replied to Phodex Games's topic in General Discussion
Several questions then: 1. Does this mean that models that are not visible on the camera shouldn't affect the FPS? 2. If so, does that include vegetation? 3. Do shaders affect this at all? -
I had a similar issue a few years ago. Try GetRotation(true) versus GetRotation(false) to see if either gives you the correct value.
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I want to create smoke effect like this
gamecreator replied to tipforeveryone's topic in General Discussion
Does the firepit really start random (I don't know)? If it does, it seems like that could be changed in the shader code. Beyond that, there is probably a program or two out there that helps with animating things like this and batch exporting individual frames for you. I believe you can also copy pixels from one texture to another so you can also separate a sprite sheet into multiple textures that way. -
I PM-ed you an attempt.
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I want to create smoke effect like this
gamecreator replied to tipforeveryone's topic in General Discussion
You can also literally draw out anything you want with animated sprites. That's how many of the effects in popular games are done (like hit, magic, etc.). For example, a guy here talks about how he did effects for League of Legends: -
Not sure if you're a Steam partner but there's some relevant reading here: https://partner.steamgames.com/doc/features/auth I think the short story is that Steam tries in several ways (between authentication and VAC bans as deterrent) but you can always hack something with enough time/skill/information so just do the best you can and don't worry about the rest. Oh, and SteamUser()->GetSteamID() is the specific command to get the unique ID.
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Pretty sure the heightmap import flips the images being imported from top to bottom. Create a 512x512 terrain and try to import either the attached PNG or the BMP as a heightmap. I can of course flip them myself in my image editor to compensate but reporting as a likely bug. test.bmp
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Announcing Leadwerks Projects
gamecreator commented on Josh's blog entry in Ultra Software Company Blog
One of those things you didn't know were really needed until it's right in front of you. -
I love when old threads return to help again. My friend and I tried to play a little multiplayer game I made and his crashes so fast that he can't even see what the console says. I just directed him to the log file.
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Was this the last update on that? https://www.leadwerks.com/community/topic/16942-vehicle-moving-problem-le-45/?do=findComment&comment=110574 Edit: I found this, which says the current ETA is April 1: https://www.leadwerks.com/community/blogs/entry/2108-a-look-forward-to-2018/
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exception access violation randomly each few hours
gamecreator replied to Nexerade's topic in General Discussion
Leadwerks does automatically make backups, if that helps. -
I agree with the auto-completion/intelli-sense reasoning too. Especially when something is not documented and/or unofficial, it's nice to see something suggested you didn't think of.
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attempt to call method 'ForEachEntityInAABBDo' (a nil value)
gamecreator replied to Rick's topic in Programming
Works fine in C++, for what that's worth. -
I'm pretty sure the default C++ project is broken right now and Josh needs to fix it. But to work around that, did you remove all but a single cpp file and replace the code with one from an example? If not, try that and see if it runs for you with code from a page like the one here https://www.leadwerks.com/learn?page=API-Reference_Object_Window_Create (after fixing the Working Directory).
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Have you already looked through these threads? https://www.leadwerks.com/community/topic/17026-c-wrong-path-causing-error-to-load-file/ https://www.leadwerks.com/community/topic/17019-more-on-vs-2017/
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I was working on randomly generated dungeon game for this month's tournament so this would have been nice. You can load in and position your own rooms and generate a navmesh for the world after but I came across an unresolved issue with the navmesh generation acting weird.
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One-time bump. I'd really love to work on this and maybe even submit something for the tournament (with less than 2 weeks to go) but I can't have large areas be blocked off from navigation and enemies not approaching players who are standing next to pillars.
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Leadwerks without Steam Requirement
gamecreator replied to deadlinegrunt's topic in General Discussion
It is available here: https://www.leadwerks.com/community/store/product/5-enterprise-edition-license/ Per Josh's status update here: https://www.leadwerks.com/community/profile/1-josh/?status=10160&type=status I'm not sure if there's a cheaper version. You may want to research further or wait for another answer. -
Any thoughts about why a larger world->SetSize would the increase the minimum distance from the pillar? I've tried all sorts of BuildNavMesh numbers (maxedgelength and maxedgeerror) up and down and nothing gets closer. I even tried to seriously reduce the shape size but that didn't help either (i.e. Shape::Box(0,0,0, 0,0,0, 0.002,2.0,0.002)).
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You're using the Autodesk FBX Export, right? When I export, under Geometry, I only have Smoothing Groups, Convert Deforming Dummies to Bones and Preserve edge orientation checked and the FBX File Format is ASCII, FBX 2014/2015. I'm sure other settings work too but try those and see if that works for you. I've had no issues with static or animated models. If you want, I can also look at your model and try to export it myself.