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AggrorJorn

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Everything posted by AggrorJorn

  1. when using physics you always have to use LoadModel. With LoadMesh do not use the physics file. You need to set the collision type for each model and then set the collisions for the specified types. See the lua video tutorial: Creating bodies with Lua. You need an extra line that enables collisions between collision types: Collisions(1,1,1)
  2. Thats good to know. So it is easily solveable?
  3. Great tool. which this kind of tools could be integrated in to the editor. It would save so much time.
  4. Well there are many ways to handle this and that is probably the reason it doesn't exist yet. But the thing Lumooja suggests isn't a bad idea. Let the program hold until a key is pressed. The disadvantage to this in my opinion is that you have to manage your scene more by code then letting the editor taking care of it. Sounds in the level start to play as soon as they are loaded. you would have to look up all sounds and set them to a low volume. If your game has some kind of camera path animation that starts right at the beginning then you need to trigger this after the key is pressed instead of when the level is done loading.
  5. That is good to hear. Something I forgot to add to that list: LOD particles or Distance setting for particles.
  6. - A build in particle editor would be nice. That way you can easily preview and save your particles to a folder. - river editor. - camera path editor - emitters for objects - emitter physics - prefabs
  7. Nope unfortunately the command line shows the exact same thing as the engine.log and error message.
  8. Isn't that what LGui is for in the SDK? yet a build in system doesn't seem bad at all. People don't have to use if they don't want to. I don't see a reason why Lua wouldn't be suited for creating a gui. Old video WIP: http://www.youtube.com/watch?v=Ai-c0Vyop1w
  9. congratulations on this awesome video. I was absolutely stunned when I saw all those buttons and handles in the cockpit actually working. Are there any next steps to be taken for the simulation?
  10. So I am getting this error somewhere on a line but the engine.log as wel as the warning do not show me in which file this is. Lua error: [string "g:/visualknights/my dropbox/Project Blabla/s..."]:141: attempt to compare nil with number I checked multiple files, but they all happen to have a blank line at line 141. Is there a way to find out in which file the error occurs?
  11. A lot of the class scripts that I make are level specific. They are all organised in a folder with the same level name. If it would occur that objects need to be in multiple levels, I copy the gmf, lua and phy file and rename them. The texture can still remain in the first model. This way I can keep objects separated for each level.
  12. nice work Andy, thanks for publishing this.
  13. when you select a forum, there will be button which says 'Watch forum'.
  14. In a topic where we were also discussing triggers via Lua callback, Josh mentioned it: http://leadwerks.com/werkspace/index.php?/topic/1485-more-thingoids/page__view__findpost__p__16270 Josh: Solids are the way to handle triggers and volumes. They will be exposed soon. These are better than physics-based triggers because they can be set to call an action either on a collision, or each frame, or when an entity leaves the volume.
  15. Besides callbacks, It has been mentioned a couple of times, that the engine would make use of sollids. Any word on this?
  16. one other problem I have is that I that the scene loads rely quick. That would indicate that there is no time to even show a loading screen. Yet the previous scene is still there. Freeing a scene goes way slower then loading a new scene. So what I am going to do for now is checking whether the previous scene is completely empty and then remove the screen.
  17. Nice effect Farlas. May I suggest a little more swaying of the falling leafes (SetWaver())?
  18. I just have to respond.
  19. Very nice Mumbles. Will have a look at them this weekend. It is allways interessting to see how things work in other languages.
  20. AggrorJorn

    River Editor

    that looks awesome dude!
  21. Yes thats the first thing changed when my computer was installed. I will seek for a solution tonight. Perhaps that there are new drivers.
  22. how ironic, I have the same problem now. The engine crashes as soon as I make it fullscreen.
  23. I have no idea how to make advanced loading like mumbles discibes. I just want to get rid of that freeze before the level loads. It is not really a big deal atm, because the level is fairly small.
  24. @Rick: When the Loadscene command is being called it starts to load all the scene assets but in the meanwhile the program itself continues.
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