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AggrorJorn

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Everything posted by AggrorJorn

  1. I don't know if this works: make a pivot. and adjust the physics. This is not as easy in my opinion as creating a CSG box.
  2. Look at the tutorial project: Projects\MyGame\Materials\Effects\Invisible.mat
  3. A quick search gives the following: So since you can export to fbx, you can import to Leadwerks.
  4. See the script attached. You have an extra option on the script that allows you to toggle Y inverting. I have also replaced the key bindings to ASDF. (I must say that I have never ever heard someone use those key bindings before ) FPSPlayer-InvertY-asdf.lua If the keybinding is not correct you can also change it yourself quite easily. Look for these lines if window:KeyDown(Key.f) then self.input[1]=self.input[1]+1 end if window:KeyDown(Key.d) then self.input[1]=self.input[1]-1 end if window:KeyDown(Key.a) then self.input[0]=self.input[0]+1 end if window:KeyDown(Key.s) then self.input[0]=self.input[0]-1 end
  5. @Rick: Documentation->User Guide-> and then on the link shown in the image:
  6. On it. Will try to upload tonight. //Edit Here you go: http://www.leadwerks.com/werkspace/files/file/470-follow/
  7. Here are my two cents: Again, will this engine teach me how to use it? There are currently 7 official video tutorial on engine usage. These tutorials covers the layout and scripts that comes with the engine. How to code and all that? There are several written tutorials as well as video tutorials. Like every programmer you have to start with the basics. Do not expect to know how to program a full game within a few days. How do you aquire tons of textures to use for like foliage and everything like that? Although the editor comes with some models and textures, not everything is provided for you. You can look in the assets store for free models as well as other websites on the web. The asset store is currently under revision since the Steam workshop is now active. How do you get tree models to use and what not, that arent taken from other games and what not? You either model them yourself, hire or team up with an artist or try to get them from a free model website like turbosquid. I over all want to learn how to be my own game creation company. I want to make something that people will enjoy and recommend to others. Creativity has always been my passion. I play music, I play games, and most of all I love colaborating with other people. So I hope that I can find out the most I can about this engine before buying it, because I can not afford unity pro. 1500 Dollars seems quite expensive. I can only say that you have to invest a lot of time learning and making stuff. Don't expect to much of your first games. Learn how to program by either following tutorials, editing existing scripts and a lot of trial and error. That said: follow your dreams and don't give up.
  8. You can iterate through all the entities of the map. You could find its name or tag. Note that objects can be named the same, so might get different results. http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/world/
  9. It already does. It can make a distinction between diffuse, normal and specular. Have a look at the barrels model folder. If you would remove the material and recreate it, you will notice the shaders are picked up automatically. I believe this is done via its name.
  10. It can. I use it for packages and networking but it also has Support for graphics. Though it is not by nature a GUI design package.
  11. As you are free to program whatever you want, you can make all sorts of procedural content generators. There are no exact methods to creating something. But you could google for them and narrow them down to how other implemented them. terrain cave weapon, quests dialog story enemy building city
  12. If you use SetPosition, it is important to make the distinction between object movement en physics movement. When you move with setposition, physics are ignored. Have a look at this one: PhysicsSetPosition();
  13. No problem James, that's what the community is there for. Thanks for sharing When I started here, the community helped out a lot to. Better to keep asking questions than to be stuck with them and making no progress.
  14. See this topic:http://www.leadwerks.com/werkspace/topic/8071-leadwerks-31-release-information/ Steam indie: 100 dollar and is lua only Normal: 200 dollar Lua and C++
  15. Have tried watching any videos? The first video tutorial explains how this works.
  16. create CSG box set collision type to trigger Add the CollisionTrigger script Go to flowgraph editor Connect 'Collision' Outout to 'Open' input from door. As simple as that.
  17. Josh, if I make the Darkness awaits project completely compatible with 3.1 indie edition, can I upload it for sharing? That would include scripts, models and sound. Would be great to have another project demo.
  18. Steam guides has something weird as well. There are severall published guides but they do not show up yet.
  19. I added the crouching behaviour in the tutorial file during development but josh didnt want to use it for the tutorials.
  20. Hey Rick, This topic contains all the C++, Android and Lua tutorials I have made on my youtube channel: http://www.leadwerks.com/werkspace/topic/6217-c-lua-and-android-tutorials/page__hl__tutorials Tutorials Getting Started (C++ and Lua) Models (C++ and Lua) Shapes and Physics (C++ and Lua) Sound (C++ and Lua) Free look and Spectator Camera (C++ and Lua) Raycasting (C++ and Lua) Animation (C++ and Lua) First Person Camera (C++ and Lua) Third Person Camera (C++ and Lua) Introduction to Lua Classes in C++ Introduction to Android Saving and Loading Pathfinding Flowgraph editor
  21. 1. Ai navpoints are pivots in the scene, they just have the name 'AInavPoint'. 2. What are you trying to do exactly? Have you build your own scene? Is the navmesh generated. Is the NavWaypoint reachable?
  22. I don't think that that is problem. The demo game is completely opensource and you can look and change all scripts if you want. Here is the script that contains the melee basking. It is interwoven with the fps player and touch controls, but you can get some information out of it. Player.lua
  23. @Josh, We realize that this would cost you valuable time. If you set up the wiki and assign moderators we can help you with it.
  24. yes, but the last time this was allowed, the entire wiki was destroyed by spam. We lost so much information.
  25. AggrorJorn

    Math:Sin()

    The le2 community project with the zombies also had head bobbing. perhaps you can find the solution in it there.
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