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Everything posted by AggrorJorn
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There is no plugin for 3ds max. An export to fbx should be sufficient. You can't drag textures on to models. You first need to create a material (or generate it based on the texture) which references the textures. The material can then be assigned to the model via the model editor.
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I really admire your passion for your game project. Will try out the new release this evening and see if If can record some new voices.
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Leadwerks Halloween Game Tournament 2017
AggrorJorn commented on Josh's blog entry in Leadwerks News
Have fun everyone. I will be on vacation for the most part, so no entry from me this time. -
Glad you got it working again. Always remember to make a backup before going to a beta mode.
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Done. The shopping process was really fast. I used paypall since I don't know my creditcard out of my head. Fyi: if you can, I would change the header to Leadwerks Software instead of your name.
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Damn that was fast Josh. I though we had to wait till at least summer 2018 before we could have something to run. Either way a good moment for me to start using C++ again.
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I went ahead and created a new topic in the Promotional section of the forum. If you have any feedback, ideas, a cool image or video of your project using the spline tools, feel free to make a post in the linked topic. This weekend I hope to release the next cool feature for the spline tools, so stay tuned. Workshop SplineTools announcement
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It is really looking great Jen.
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Dammit, there goes the vast majority of my target audience...
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Hey MaryJ, This can be caused by several factors. Are you using node rotation? If so then the most obvious reason is that the rotation inverses at a given point. It will rotate to the desired rotation, but it is doing so in the wrong direction. This is were the reversed properties come in to play. On every path node you have the option for reversing the spline rotation. In your case you probably need to set the ReverseY rotation checkbox to true for the node where the rotation starts to go in to the wrong direction. I will have try to explain this better in a wiki article and video. You can also see this in action in the example map "Rotation based on nodes.". The second node in that map, has the ReverseY option checked. See this wiki page: https://bitbucket.org/Aggror/splinetools/wiki/EditorPathNode
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Awesome! Would be a cool spline type too. Just have it entirely generated. I have re-recorded the tutorial for setting up a spline.
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looks at lot cleaner.
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I will upload an update tonight containing terrain textures and adding the SplineTools automatically for all the example scenes. Thanks for reporting Shadmar. I am leaving the vegetation out, to keep the file size smaller. I also have to re-record the videos that I uploaded (weren't published yet) since there are some small updates.
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Hi Shadmar, Awesome that you want to use the tool. For the splinetools to work, the splinetools.lua need to be included in the main.lua or you can attach the SplineTools/EditorSplineTools.lua script to an entity in your scene which loads the script for you. For more details see this short tutorial: https://bitbucket.org/Aggror/splinetools/wiki/Getting started Come to think of it, adding the EditorSplineTools.lua script to the examples makes sense since that is probably where most people start. If you have any questions, feel free to ask.
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Thanks for the support everyone. The workshop is a really confusing and incomplete store imo. The link I provided earlier doesn't even show a price at all. You really have to navigate through several pages on Steam before you get to the correct page. I can't imagine how many people must have stopped looking for paid items when it is this complex to find something. There is currently an issue with opening the example maps when using Leadwerks on Linux. More info here:
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I hardly believe that this is the first time someone has run in to this problem. A quick test with a new project and map. Not even using prefabs atm. Just a pivot with a new lua script and material file. Create a project "TestCasing" Create lua script "TestCasing.lua" in "CasingTest/Scripts/MyTestFolder" Create material file TestMaterial in "CasingTest/Material/MyTestFolder" Attach material and script to a pivot in your scene. In the material property you can see capital casing being used. The console log display the material in lowercase. If you save the map, and reopen it and go back to the material tab, everything is suddenly lowercased. If I export this project to a linux installation and load the map I already get the errors that it can't find the material and the lua script.
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I always capitalize my folders. So something like this: Projects/SplineTools/Scripts/SplineTools/. For some reason, prefabs are being saved with a lowercase path. This only happens as of the project in the path name. Will have a more clear example this evening.
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I have several maps that make use of materials and prefabs. In Windows these maps load fine but not on Linux. Some maps are not loading correctly because files can't be found. The console log shows that the filepath it is trying to load, is only partially cased correctly. Take the following line for instance in a windows project: Notice how the 'scripts' folder and all sub folders and the material file are completely lower cased. What's strange is that I never write folders in lowercase letters so I don't know why my project is saving the paths like this. Now on Windows, this isn't a problem, since windows doesn't care about case sensitivity, but with Linux I am running in to this map loading issue. The actual path should look like this: I can't place where this casing is coming from. Any ideas? For now the only solution I can think of is lowercasing all folderstructures and files, but it is a rather ugly solution.
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Forgive the messy launch. Browsing directly via the workshop gives you an information page, but not a page where you can buy it. You have to go via the Leadwerks Steam store page and view listed items. http://store.steampowered.com/itemstore/251810/detail/1119273174/ It looks like I can't set the price myself via the editor or the steam interface. Josh apparently has to do this for me. I also don't know if I can change it. The Steam interface could really use some improvements. It is also not clear to me which price is currently set. The workshop only shows that it is available. It is also not visible via in the workshop tab from the Editor. Maybe that takes some times before it is processed. Here is a little loading spinner gif I should have posted a few weeks back.....
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yeah that was www.aggrortutorials.com. But that one only supported paypal. If I would use my own shop again, I would pay for a better ecommerce system that has more payment options and has better security.
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I am looking again at my own webshop or services that allow easily selling and updating digital content (Amazon etc.)
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Because of the administrative overhead this creates. I have to manually email all those persons with every update. It might be 1 person and zip file. But once there are more zip files and different people, thinks get messy. You would have to keep track of who you have mailed, somewhere in a file. It is not that this is a complex task, but these 'small' administrative tasks take valuable time. Time I would rather spend on development.
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Sorry for the short replies. I just got back from a developer conference in Berlin. I send another pm to Josh about approving the item. Josh did say that it was something he had to approve himself. So the voting system that you see on Steam doesn't 'aprove' of the item. Amazon seems like a good alternative, if I can simply upload a zip there and can update it whenever I want. I look in to this this evening.
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I uploaded it almost 2 weeks ago. I think I will upload it to a different store as well since it's approval is taking so long. ? Not happy about IT.
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I thought I had to wait for Josh to approve it, but I just realised it might rely on community votes before it gets accepted? If this is the case, would you kindly vote it? https://steamcommunity.com/sharedfiles/filedetails/?id=1119273174