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gamecreator

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Everything posted by gamecreator

  1. Seems like this would be the function to use http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/entity/entityaddpointforce-r191 It mentions bullet impact specifically. But I've never done it so don't know for sure.
  2. Good point Benji, though I would leave it on with a warning by it. They can still be used as placeholders or professional models to study from and emulate.
  3. Yes and no. I think some things like the character controller and physics work best within a given range, whatever that is. Navigation especially is very limited.
  4. You mean if you buy the same model for $50 then it's ok? I don't understand. Good models come at all price points. Bad ones too.
  5. That should be no problem. I haven't done it but I'm pretty sure you can attach a light to the lantern and control how bright it is as well as its range.
  6. I've used a few versions in the past. It's coming along well.
  7. Free and paid models of varying quality: turbosquid
  8. Per my post here and Rick's response in the next post, I believe 3.0 and 3.1 share a configuration file which causes 3.0 to crash when you've used 3.1 (and maybe vice versa). The image shows 3.0 loading the last project I created in 3.1. If they indeed share a Leadwerks.cfg then that's probably the problem right there. I don't imagine you need a project file as this doesn't seem to be an issue specific to a single project but I can provide one if you'd like. Thank you.
  9. drakth, if it helps, the first part of that is simply using the Point function. It points an entity toward another entity, either immediately or as slow as you want. You can use GetDistance to find what's nearby. Shooting depends on how you want the shots to work (one long laser, missiles (and is there seeking), bullets?).
  10. Would be nice to see it at a higher resolution and maybe closer. Doesn't light leakage occur at or near corners? That looks like it's a ways down the walls.
  11. Mobile development is not available for 3.1 yet, only for those who bought it with 3.0. Don't know the answer to the second question; you might be able to copy the folder and have it work but it installs through Steam so it may be dependent on it.
  12. Good question. I don't know for sure but I believe that's the case as you can scale and color and whatnot individual children (at least you could in 2.5). I don't know Lua though (I barely got the above to work, even if I copied most of it from the docs). If you want to give me the code to add to the above, I'll try it at home and report back.
  13. I understood you clearly and I've now tested my theory and it's correct. If you load only ONE model file with three models inside that file, CountChildren returns 3. I exported one FBX with three models in it and the below code returned 3. function App:Start() --Create a window self.window = Window:Create() self.context = Context:Create(self.window) self.world = World:Create() local camera = Camera:Create() camera:SetRotation(35,0,0) camera:Move(0,0,-3) local light = DirectionalLight:Create() light:SetRotation(35,35,0) --Load a model self.entity = Model:Load("Models/3objects.mdl") return true end function App:Loop() if self.window:Closed() or self.window:KeyHit(Key.Escape) then return false end Time:Update() self.world:Update() self.world:Render() self.context:SetBlendMode(Blend.Alpha) self.context:DrawText("The entity has "..self.entity:CountChildren().." children.",2,2) self.context:Sync() return true end
  14. If you use CountChildren, do you get multiple, 1 or 0? If it's multiple, I'd imagine those are your models right there and you can just use FindChild to get any one of them.
  15. I get this with 3.0. Steam seems fine. Does the Steam version change 3.0 in any way? Crashes out immediately.
  16. Whoops, no. Didn't mean to imply that. There was a thread today about physics. I think the jitter involved using two functions together that shouldn't be (maybe one physics and one not). Couldn't find it at the moment. Thanks for the project link. Will check it out at home.
  17. I know it will take a while but I'm really curious what you come up with. One of my inspirations is another Leadwerks 2.5d platformer: http://www.leadwerks.com/werkspace/files/file/278-the-last-chapter/ You probably can't download it as it was an LE2 project but take my word that it's pretty cool. The other bigger one is Trine / Trine 2 but that involves physics and control that I don't think Leadwerks can do yet.
  18. This is why I compromise and use global classes. It's almost kind of organized.
  19. Here's some fog code: http://www.leadwerks.com/werkspace/topic/7624-still-no-fog/#entry60931 And you'd use the 2D drawing functions to draw your minimap: http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/context/
  20. You guys may have missed this sentence: Sounds to me like it's coming at a later point. But again, it's not that hard to implement yourself, especially in god games where the zoom level automatically determines which LODs you should use.
  21. If you want to get fancier you can check to see if the camera is facing the model first. If not, don't do anything as I think Leadwerks or OpenGL doesn't render unseen models.
  22. Try this: http://www.leadwerks.com/werkspace/files/file/186-leadwerks-engine-updater/
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