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gamecreator's post in Name Item on Box?? was marked as the answer
Oh, like a game HUD. I would do that with a combination of drawimage and drawtext and the function that gets screen coordinates from 3D coordinates. I forget its name and I can't find it in the docs right now. Edit: found it: camera->project()
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gamecreator's post in Need help with floating Model was marked as the answer
There are at least three possibilities:
1. The model's feet were not placed in the world's origin before being exported
2. The model's physics shape doesn't match the model
3. Your ground collision box/mesh may be higher than the ground
You can test for these by trying to put the model into another scene. I'd create a simple terrain and try it there.
You can also go to View, Show Physics in the editor to see your physics shapes.
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gamecreator's post in Supported audio file formats? was marked as the answer
I believe it's only wav and ogg. We never got mp3 in.
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gamecreator's post in Change Color Material was marked as the answer
You need to load the models in as separate copies first. Check out this thread: https://www.leadwerks.com/community/topic/12249-model-copy/
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gamecreator's post in Leadwerks Laptop Conundrum was marked as the answer
I have a CyberpowerPC Fangbook Evo HX7-350 laptop with a GeForce GTX 780m and also integrated graphics and have had minimal problems. I can't speak to the battery life since I'm always plugged in but I can run the editor and my programs fine. Remember that you can change your preferred video card if you go into the Nvidia Control Panel and Manage 3D Settings.
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gamecreator's post in Entity:Pick?? was marked as the answer
Yes, it look like it (including the entity's children). The camera and world picks do any entity in the world (assuming they are part of the collision type).
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gamecreator's post in character half buried was marked as the answer
To clarify, we're talking about the world/global origin (coordinates 0, 0, 0) not the model's pivot. In other words, the feet need to be just above the center of the global 3D space.
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gamecreator's post in Multiple Animations was marked as the answer
https://www.leadwerks.com/community/topic/16617-split-animations-not-working/
https://www.leadwerks.com/community/topic/16258-blending-two-animations/
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gamecreator's post in Creating a Lobby was marked as the answer
Pretty sure it's automatically just your Steam ID it deals with. The post here should answer your second question but I don't know about the third. You can do it if you use the Steam SDK (already incorporated into Leadwerks) but it's a bit harder.
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gamecreator's post in Leadwerks Requirements? was marked as the answer
System requirements are on the Steam page: https://store.steampowered.com/app/251810/Leadwerks_Game_Engine/
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gamecreator's post in SteamOverlay Active/Inactive was marked as the answer
Seems like you can use this to tell if it's currently active: https://partner.steamgames.com/doc/api/ISteamFriends#GameOverlayActivated_t
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gamecreator's post in Errors Visual Studioi 2017 LE 4.6 was marked as the answer
Yeah, this comes up regularly because the Leadwerks blank c++ template is broken. Reading through this should get you going: https://www.leadwerks.com/community/topic/17019-more-on-vs-2017/
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gamecreator's post in Can't start Leadwerks. was marked as the answer
https://www.leadwerks.com/community/topic/17349-why-cant-i-open-leadwerks/ ?
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gamecreator's post in FBX Imports Without Material Applied was marked as the answer
I imported the FBX into Max. It's a light, camera and cube but while the cube has a material assigned, it has no texture. It looks like your export didn't include it.
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gamecreator's post in Shadows and Player animations? was marked as the answer
Make sure the model material is using the shadow+animation.shader and that the light has the proper Cast shadows setting under Appearance.
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gamecreator's post in Shine on materials? was marked as the answer
On the material, the closer the Specular is to black, the less shiny it will be.
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gamecreator's post in change Leadwerks version was marked as the answer
https://www.leadwerks.com/community/topic/17261-newton-vehicle-physics-update/
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gamecreator's post in WHY do we have to use steam was marked as the answer
Steam-free version: https://www.leadwerks.com/community/store/product/5-enterprise-edition-license/
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gamecreator's post in GetSpeed Help was marked as the answer
I ended up using fixed timestep code from here: https://gafferongames.com/post/fix_your_timestep/
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gamecreator's post in Adding animatons to existing mesh was marked as the answer
You can export that model with that one animation from your editor and then go to the Model Viewer and then Load Animation. I think that's what you're looking for.
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gamecreator's post in Can I paint wounds and blood on top of texture imagery? was marked as the answer
You're probably looking to use decals.
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gamecreator's post in What Visual studio version is required for LW 4.4 Windows 10 64bit was marked as the answer
Hey, welcome to the forums!
Visual Studio 2015 is current. You can confirm this when you go into your project's folder, then Projects, Windows and look into the sln or vcxproj files (they're text). You'll see references to Visual Studio 14 aka Visual Studio 2015.
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gamecreator's post in Make a hole in the ground? was marked as the answer
The elevator going down to the shelter is absolutely doable without a hole in the terrain. Once the elevator doors close, you can teleport the player and elevator to any location and just visually make it look like it's going down or up inside. This is assuming the camera is in the elevator while it's "moving" and that the elevator doesn't have glass to look outside.
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gamecreator's post in 180 Flip Dark was marked as the answer
A little more experimentation found the issue: z-sort needs to be checked.