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AggrorJorn

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Everything posted by AggrorJorn

  1. Do you want to set the script via cpp or lua? Cpp Monster->SetScript("Scripts/enemyai.lua");
  2. Very creative genebris.
  3. okay good news and bad news. Good news: Once the basic tutorials for Lua are done, I will pick this up again. Bad news: I made this project on my old computer. I always use bibtbucket for my repositories. The repository was not yet downloaded to my new computer. I cloned the repo to my new computer but found out that it only contained a bare leadwerks project. As it turns out: the code for pathing and beziers was not stored in this repository . Apparently all code resided in a temporary project which I did not store in a repository. Since I though it was just a test project I completely removed it from my old computer before moving to my new computer. *Smashes head against wall. Luckily I know how it works now, so I will have a headstart when rewriting everything.
  4. Never seen that video. Thanks for posting Tim.
  5. I will be honest: I fully expected to see 3d models of Swedish people when I clicked on this topic. Really wondered how you would have captured the essence of a swedish person.
  6. Nice of you to write a tutorial about this. I see you are exporting via FBX, are these settings not affected with the official exporter?
  7. Yes betrayer has this too. I liked that game a lot. Really liked the atmosphere. The reason I sat down and started looking in to shaders was because of your post about the grass shader. I was sitting in the train going back home when a broken switch caused the train to stand still for 30 minutes. Opened up my laptop and pressed that 'new shader' button for the first time ever.
  8. I think this is hardcoded by the radius of the character controller to calculate wall offsets.
  9. Those are the same barrels but with a yellow texture.
  10. Baby steps...sure. I feel like I just started programming again. But finally sat down to make my own shader. I was going for a Shindlers list kind of style were you have a greyscaled view with only red colors in their original color.
  11. I would recommend a playthrough of the game marble blast ultra. That is the game that got me looking in to game engines. Levels start of with some easy CSG brush jumping and rolling. Later on things get more advanced.
  12. We have seen it many many times on the forum: People are linking a CSG bursh to another entity script, but the script fails on startup because the linked in entity is nil. The reason: the CSG brush does not have mass or an entity script attached and is being collapsed at the start of the scene for performance. http://www.leadwerks.com/werkspace/topic/15761-entity-gets-has-stopped-working-error/ This 'collapsing' has caused a lot of headache for a lot of people. People often don't know that CSG collapses when the scene starts and what the result of this is. Also, the workaround for setting a mass or attaching a script is still unknown by a lot of people. Since people are not aware of the technical reason of the CSG collapsing, I would say, make sure that linked CSG brushes are not collapsed. Even if they do not contain a script or have a mass.
  13. And... time's up. Congratulations on the winners. Brutile gets something extra for recording a winning time. I will contact you soon for your price. Car 1 Brutile 2 SGB 3 Firebal69 Ball 1 Brutile 2 SeDorn 3 Burgelkat
  14. See Ricks answer in this post. Somewhere in the bottom he also mentions this. http://www.leadwerks.com/werkspace/topic/13941-scenes-and-stuff/page__hl__chop%20tree#entry96038
  15. And what does: pickinfo.entity:SetColor(1,0,0)? Does it paint the tree red?
  16. It might be possible that since you are using the vegetation system, the trees are not common entities. Placing trees by hand via the asset tree, will probably resolve that issue but has the down side of custom tree management.
  17. although an impressive sight, this is exactly the reason I don't use flowgraph. Without any organising options, it just becomes maddness. Try and work together with level designers, becomes far too complicated.
  18. Well you could print its content to the output screen. You could retrieve its position, see if that is correct: pickinfo.entity:GetPosition() You can also enter debug mode (f5) and see what the content is. Ofcourse you need to set a breakpoint
  19. What is the content of the pickinfo,entity when you pick a tree? If it is a normal entity, you can use all the normal entity API functions.
  20. Haven't tested it, but I assume you send a raycast from your player or camera. Although I don't know if you get the actual entity with the vegatation system.
  21. oh? The item has been removed because it violates steam policy. Not sure why or how long this has been the case.
  22. Flowgraph could be really powerfull but I don't use it for all the reason mentioned by olby in the link he provided. A scene like the AI example already fills up the entire screen. This should go into some sort of layer so that you don't lose overview. Lets say, that after you go down the elevator a new portion of the level begins, you would that logic in to a separate layer. Grouping items with a label and colored background could aid in this proces..
  23. it is probably not the same model/texture, but you can also use this one: http://steamcommunity.com/sharedfiles/filedetails/?id=261126240 from the zone project.
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